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Published: 2013-08-15 09:29:34 +0000 UTC; Views: 27970; Favourites: 411; Downloads: 788
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Description
I needed this for myself, so I spiffed it up a bit and now you can have your own copy too.Many thanks to ~OkazakiTomoya97 and ~kb9vcn with some of the translations.
If you need more info on using this plug-in, there's a tutorial in *TehPuroisen 's gallery: fav.me/d4w8hiv
Thanks to ~OkazakiTomoya97 for pointing this out:
The extra shoulder bone isn't shown in the picture because it's in the same spot as the original shoulder bone. The extra one will be named left to right 'ShoulderP_L' and 'ShoulderP_R' respectively, double click to select the bone.
Related content
Comments: 88
TheKillerCritic [2019-12-09 23:16:38 +0000 UTC]
Hello! I just used PMXconv for an XPS file and I want to find a way to convert all the bones in it to the standard bone plugin. Could you please help me?
👍: 0 ⏩: 0
ZyraTheYandereSaiyan [2019-11-16 03:42:58 +0000 UTC]
Hello my name is Zyra and I need a bit of help with my model see I recently just added shoes to my model and for some reason the feet keep twisting during the motion and Ive been trying everything to fix it yet nothing works is there any way to fix it?
👍: 0 ⏩: 1
Trackdancer In reply to ZyraTheYandereSaiyan [2019-11-23 15:39:55 +0000 UTC]
Yes, adjust the foot bone position usually helps. Especially around the ankles.
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ZyraTheYandereSaiyan In reply to Trackdancer [2019-11-23 18:48:19 +0000 UTC]
Ah otay I figured ebcause the shoes have a slight arch thanks
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Trackdancer In reply to ZyraTheYandereSaiyan [2019-11-23 23:38:27 +0000 UTC]
Yep, the high heels are very often an issue.
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ZyraTheYandereSaiyan In reply to Trackdancer [2019-11-24 01:20:51 +0000 UTC]
Yea I cant edit bones the same way I used to with this new version of PMXE
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ZeldaMLP [2019-07-29 02:31:15 +0000 UTC]
Hi! I’m getting the error of “Object reference not set to an instance of an object” Do you know how to fix it? Sorry if this posts twice, on on mobile
👍: 1 ⏩: 1
Trackdancer In reply to ZeldaMLP [2019-07-29 21:54:36 +0000 UTC]
“Object reference not set to an instance of an object” means that you are asking the plugin to do something that it cannot do. Without seeing the model and its structure, I can't really tell what is at the root of the issue.
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kreahe112 [2019-07-07 21:24:42 +0000 UTC]
Hello , I was wondering if you knew how to fix feet on a model that twitches and twists during a motion. I looked everywhere and tried lots of tutorials, but none seem to work to fix this issue. Can you please help me with this problem. It would be greatly appreciated.
Here is an example of the problem I am having: www.youtube.com/watch?v=osxl1f…
👍: 0 ⏩: 1
ZeldaMLP [2019-06-27 04:42:18 +0000 UTC]
Hi! I’m getting the error of “Object reference not set to an instance of an object” Do you know how to fix it?
👍: 1 ⏩: 0
LolliRed [2019-06-21 20:53:49 +0000 UTC]
I don't know if you will reply with this but Ik left ankle isn't rotating like my right Ik ankle bone and I don't know how to fix it
👍: 0 ⏩: 1
Trackdancer In reply to LolliRed [2019-06-22 09:55:17 +0000 UTC]
There is a tutorial in my gallery that teaches you how to fix this:
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Elricgurl [2018-09-15 14:55:52 +0000 UTC]
Quick question, I converted a model from xna lara and I loathe doing it the hard way. So I thought I'd try to rig it this way. However it doesn't seem to be working for me. If I get any bones at all it's the master bone. Am I doing something wrong?
👍: 0 ⏩: 1
Trackdancer In reply to Elricgurl [2018-09-15 20:56:24 +0000 UTC]
The semi-standard bone plugin only works on models with an existing bone structure. It cannot add a bone structure from scratch.
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Elricgurl In reply to Trackdancer [2018-09-16 05:56:03 +0000 UTC]
Oh okay thank you. My mistake.
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Drysmath [2018-08-22 03:08:59 +0000 UTC]
Might sound like a stupid question but, what is the purpose of that view count bone?
👍: 0 ⏩: 1
Trackdancer In reply to Drysmath [2018-08-22 16:43:36 +0000 UTC]
Actually, this is a great question. It is a rather specialized bone with limited utility. It is also misnamed in English. It should actually be labeled the "Center of Operations" bone.
This bone works like the mother bone but only affects physics calculations. It seems that the MMD physics engine has an operational bias. This is the origin point by default. So sometimes, when you have a model located at one of the corners of the grid, for example, the physics calculations could be funky leading to things like skirt or hair physics spazzing. By moving the view cnt bone to the model's location, this resolves the problem (in theory).
👍: 0 ⏩: 1
Drysmath In reply to Trackdancer [2018-08-22 21:28:54 +0000 UTC]
Oh! I see! Good to know. Thanks for the answer
👍: 0 ⏩: 0
AED1234PD [2018-03-09 12:44:24 +0000 UTC]
so, Its giving me error messages everytime I launch PMXE, please help?
👍: 0 ⏩: 1
Trackdancer In reply to AED1234PD [2018-03-09 17:59:56 +0000 UTC]
Contact the folks at learnmmd.com for help with this sort of thing.
👍: 0 ⏩: 0
Trackdancer In reply to KylemAlex [2017-08-19 00:15:30 +0000 UTC]
There is no download associated with the material presented here.
If you're looking for the PMD Editor program, just Google for a link.
👍: 0 ⏩: 1
KylemAlex In reply to Trackdancer [2017-08-19 00:57:47 +0000 UTC]
The plugin is what I was talking about. But I found it anyways haha
👍: 0 ⏩: 2
StarlitRay In reply to KylemAlex [2018-02-17 07:30:30 +0000 UTC]
did you happen to find find it for pmd? pmx won't work on mine and the one I found apparently no longer exists...
👍: 0 ⏩: 0
Trackdancer In reply to KylemAlex [2017-08-19 02:51:36 +0000 UTC]
NP... It's Friday, some of us aren't fully cognizant anymore...😂
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LeaDoll [2017-05-03 23:53:05 +0000 UTC]
What do arm bone twisties do? I never use them
Also, does hand accessory bones stand for fingers?
👍: 0 ⏩: 1
Trackdancer In reply to LeaDoll [2017-05-04 20:41:07 +0000 UTC]
Arm twists: hold your arm out straight, then rotate your hands. That should give you an idea what these bones do.
Accessory bones are used to allow the vocaloids to hold things. Things that can be held are referred to as "accessories". Hence, the terminology for these bones. They are also sometimes called dummy bones, but that is confusing as there is another type of bones called dummy bones. These come with MMD and are used for a variety of purposes including allowing objects that cannot normally be held to be held, such as accessory models in Direct-X format. An example is Mike's leek which is supplied with MMD.
👍: 0 ⏩: 1
LeaDoll In reply to Trackdancer [2017-05-05 00:53:10 +0000 UTC]
Ah I see... so does this not add finger bones aside from thumbs?
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HazelHacker [2016-12-20 06:42:57 +0000 UTC]
I used this to fix both upper and lower twist bones on two models but it made the arms worse... The arms are now stretched and curved weirdly.. I think maybe its the size of the models since they are smaller like a child but I'm not sure.... I've been trying to fix them for hours....
👍: 0 ⏩: 1
Trackdancer In reply to HazelHacker [2016-12-23 02:50:00 +0000 UTC]
The twist can be a dodgy option. Doesn't always work as intended. Only fix is to do it manually which can be a real pain.
Then again, ask yourself if you really need them before adding them.
👍: 0 ⏩: 1
HazelHacker In reply to Trackdancer [2016-12-23 06:28:44 +0000 UTC]
Well its someone elses models and she couldnt fix them.... and i tried removing them but their arms end up more broken.... I have no idea what I'm doing... But at this point I wanna give up... I don't know what to doooo..... Any advice on fixing it manually...?
👍: 0 ⏩: 1
Trackdancer In reply to HazelHacker [2016-12-24 02:08:01 +0000 UTC]
Just delete all the bones associated with the existing twists. Really not worth fixing manually unless you are really savvy with weighting.
👍: 0 ⏩: 1
HazelHacker In reply to Trackdancer [2016-12-24 04:26:27 +0000 UTC]
Wouldnt that be deleting the arm bones though? I'm sorry for being a bother but i'm a total noob at this....
👍: 0 ⏩: 1
Trackdancer In reply to HazelHacker [2016-12-26 01:33:42 +0000 UTC]
In that case just leave them alone. Arm twist bones have a rather complex structure.
👍: 0 ⏩: 1
HazelHacker In reply to Trackdancer [2016-12-28 11:48:01 +0000 UTC]
Ok... Thank you for trying to help...
👍: 0 ⏩: 0
Trackdancer In reply to Deadbeat66 [2016-08-14 04:27:22 +0000 UTC]
Yep, but use the PMX version of the plugin. In the same package but different menu selection.
👍: 0 ⏩: 1
QVxVCTxZero [2015-09-09 19:17:43 +0000 UTC]
I started having the weirdest issue. It's mostly seen on TDA bases, but I haven't checked with any other type yet. Even if I add something that doesn't involve machine weighting (Such as a view cnt bone), the weighting of some bones, usually the tongue, but in one case, the entire left arm, its weighting goes derpy. I'm well aware that things can go awry if you add bones with asterisks by them, and that's usually on the mesh where the bone is added, but on stuff unrelated? I've got 1.39 and 2.19, and the issue occurs on 1.39, as that's where my plugins are. I'm trying a fresh download of the plugin on 2.19 to see if the issue happens there.
Edit: Tested on 2.19, seems fine. Copied those versions over, also seems to be fine.
👍: 0 ⏩: 1
Trackdancer In reply to QVxVCTxZero [2015-09-09 20:52:24 +0000 UTC]
Problem resolved, right?
👍: 0 ⏩: 1
QVxVCTxZero In reply to Trackdancer [2015-09-09 22:57:07 +0000 UTC]
Seems so. Tested in the PMD/X e transformation view, will also test in MMD when I can.
👍: 0 ⏩: 0
Fragmented-Starr [2015-07-24 03:08:44 +0000 UTC]
I have a weird problem with the heel control bones. After I added them and tested it the hair starts moving with the right leg, and it wasn't weighted with so I weighted the hair to 0 to see what it happens and it stopped moving so much now, but still is not moving correctly. It only happens after I added the bones and I couldn't find anything on that problem so could you please help me?
👍: 0 ⏩: 1
Trackdancer In reply to Fragmented-Starr [2015-07-27 21:50:57 +0000 UTC]
Check your bone associations. But this is an odd one and without seeing the model, it's hard to figure out what's really going on here.
👍: 0 ⏩: 1
Fragmented-Starr In reply to Trackdancer [2015-07-28 00:15:43 +0000 UTC]
It seemed fine when comparing it to the other leg, but I am still learning about the bone settings and am not good with this yet. Here's a screencap of the settings: sta.sh/02fo64zn1knj and image of the hair problem: sta.sh/0c5d6gf5rjw
I ended up finding a problem with his arms now when I used a different motion: youtu.be/InB8JaicVEA
It is strange so if you can't still figure it out will it be okay to send the model to you to check it? You don't need to fix it though and can just tell me which part I should fix because I want to learn about it. Or, do you know any tutorials on how to manually add them? I can't seem to find much info. about them. I did find an article saying that it can cause problems though, so that may have been one thing they were talking about.
👍: 0 ⏩: 1
Trackdancer In reply to Fragmented-Starr [2015-07-28 00:25:21 +0000 UTC]
Just to be sure, you added the heel control bones using the plugin, correct?
👍: 0 ⏩: 1
Trackdancer In reply to Fragmented-Starr [2015-07-28 01:11:41 +0000 UTC]
Then this is most probably caused be a software glitch. MMD models are complex and no two are exactly alike. The plug-in is a 'convenience' that works in most situations but not all situations and the plugin author has noted this in his documentation. IK structures such as the heel additions are particularly susceptible to glitching.
In situations like these, don't use the plugin for the particular enhancement that's causing a glitch or try to fix it manually. Or alternatively, add the desired bones manually. But in this case, and this is a question that you should always ask when adding bones, "why do you need this bone"? If you don't have a good solid functional reason for adding a bone, especially a complex structure like a heel bone, don't do it. Your model will work just fine without it and it'll save you a lot of unnecessary headache.
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