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Published: 2013-08-15 09:29:34 +0000 UTC; Views: 27972; 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
Fragmented-Starr In reply to ??? [2015-07-28 01:28:38 +0000 UTC]
Makes total sense now. :/ The reason is because there are certain motions that required it, and also because it is more easier for me to move and position his legs better with saving time. Is adding ik bones that much work?
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Trackdancer In reply to Fragmented-Starr [2015-07-28 02:04:34 +0000 UTC]
Is adding IK bones manually more work?
Actually, no if you have a good understanding of how the IK bone systems work. As for the heel IK bones, personally, I don't much care for them, but I suppose some people would like them.
BTW, you could try to figure out what the glitch is. Might be an easier way to go in this case. Try this approach:
1. Have two good working copies of the model that glitches.
2. Add the heel IK bones to one of the models and see if it glitches.
3. If it does, and this is the 'fun' part, see what the differences are between the two copies. I would look for the following:
a. Any changes in the model's bone hierarchy structure
b. Any changes in the model's weighting <<< I'm almost willing to bet that this is the culprit; an incorrect implementation of the weighting structure of the model executed by the plugin
Model parts don't move on their own for no reason. You need to figure out why something is moving and why. Most commonly things move on MMD models due to their meshes being associated to bones and hence looking at their bone hierarchy structure and their weighting should identify the root cause of a problem.
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Fragmented-Starr In reply to Trackdancer [2015-07-29 04:59:03 +0000 UTC]
Okay so I did a lot of toying around with the program and checked the state of the model after applying the heel ik to different updated versions of the model and I finally figured out the problem. I think it was because I added a morph to the model shown and it glitched out because of it, but when I applied it to the original file it works just fine. The morph in question was a material that I had to weight to the head so that may be why it did that.Β
~Thanks very much for the help! I hope I don't bother you with these questions. ^^
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Trackdancer In reply to Fragmented-Starr [2015-07-29 21:07:05 +0000 UTC]
Great that you looked into this further and thanks for reporting back; I was really curious as to what was causing the glitching too and it makes some sense now that you mentioned the morph although I'm wondering why that should be the case.
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NightWitch14 In reply to ??? [2015-07-05 14:25:41 +0000 UTC]
My extra shoulder bones aren't working so I was trying to fine tutorials for that. Do you any tutorials about the extra shoulder bones?
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Trackdancer In reply to NightWitch14 [2015-07-12 20:44:02 +0000 UTC]
Just use the plugin wizard for the shoulder bones as trying to do them manually can be a real pain.
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NightWitch14 In reply to Trackdancer [2015-07-12 20:47:00 +0000 UTC]
I don't think I have that, but thanks. ^_^
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Trackdancer In reply to NightWitch14 [2015-07-12 21:09:53 +0000 UTC]
The shoulder bones addition is one of the options available with the semi-standard bone plugin as standard. Just see the chart above.
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BloodMageDragon In reply to ??? [2015-04-09 19:57:52 +0000 UTC]
Is there any sort of plugin that FIXES bones, instead of adding them? Because I have a crap ton of TDA models who have arm glitches with the Triangle Monster and Ten Faced motions.
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Trackdancer In reply to BloodMageDragon [2015-04-13 20:28:56 +0000 UTC]
Unfortunately, no. For this type of glitch, the only solutions are:
1. To use the model (or model type) on which the motion was originally developed.
2. Customize the motion for the Tda models.
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DannaSenpai [2015-01-24 02:58:39 +0000 UTC]
What is ? : Β H - View cnt
My guess being, the top eye bone, (usually places above the head) that controls both eyes?) but, just my guess, with the word view.
I use this plug in a lot, but I always avoided that cause I couldn't figure out what it did.
[When updating old models to have bones used in most recent motions, this plug-in is very handy.]
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Trackdancer In reply to DannaSenpai [2015-01-24 22:10:16 +0000 UTC]
The view cnt bone (the proper translation is "operations center") is a special function bone with rather specialized use and no documentation anywhere that I can find, but it basically centers MMD operations around it and one of it's uses, is to fix derpy physics during a performance especially in instances when the model is some distance from the world origin. It's also affects the camera to an extent.
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DannaSenpai In reply to Trackdancer [2015-01-25 01:15:54 +0000 UTC]
Huh, that is very interesting...
I wonder if there are any known, [Used a lot] models with this bone feature...
Hnm, sounds like something I may wanna look into. It sounds pretty neat.Β
Thank you for replying, and clarifying what you know.Β
It is appreciated.Β
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CrazyDave55811 In reply to ??? [2014-06-07 18:27:39 +0000 UTC]
I'm still having trouble finding the plug-in so I can try this for myself.Β Apparently the link to it on TehPuriosen's page is dead.
In other news, I offered OkazakiTomoya97 to make adjustments to my Miku Sneaking Suit model, but it's been over a week and there's been no update.
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Trackdancer In reply to CrazyDave55811 [2014-06-08 21:32:39 +0000 UTC]
Found in 60 seconds on Google:Β onedrive.live.com/?cid=EF581C3β¦
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CrazyDave55811 In reply to Trackdancer [2014-06-11 00:03:47 +0000 UTC]
Thanks.
I'll see how to put it to use.
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PhantomPhan14 In reply to ??? [2013-10-15 00:45:50 +0000 UTC]
Do you know how to get this plugin to work? I've tried extracting the dll files to plugin>user and I just get error messages when PMD starts up. I'm using the newest version so I don't know what I'm doing wrong.
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Trackdancer In reply to PhantomPhan14 [2013-10-15 02:03:31 +0000 UTC]
I did the following:
into the folder [plugin]:
SemiStandardBones.dat
SemiStandardBonesPMX.dat
Note that these two files might have been created by the plugin itself - can't really remember as it's been awhile.
and into the folder [plugin\user\SemiStandardBones]:
SemiStandardBones.dll
SemiStandardBonesPMX.dll
plus the readme.txt
I believe these three files were the ones in the original zip package. That was all I had to do.
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PhantomPhan14 In reply to Trackdancer [2013-10-15 05:00:48 +0000 UTC]
Weird. What version of PMD are you using? And maybe where you got it?
Mine gives me errors even without the plugin. It works, but I get errors on startup. Trying it with the plugin just gives me more. Maybe I don't have something installed correctly? I got mine here:Β bowlroll.net/up/dl3472 I can't read Japanese so the link in there might be telling me to install something for it, I don't know.
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Trackdancer In reply to PhantomPhan14 [2013-10-15 05:33:58 +0000 UTC]
PMD 0.1.3.9 - from a link found on VPVP Wikia. The version at the end of your link is way out of date.
There's also instructions on how to properly install the application on the VPVP site. It's in Japanese but you can use Google Translate to make the page comprehensible.
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AddestorionVayanis In reply to Trackdancer [2013-12-30 03:17:44 +0000 UTC]
discovery.Β PhantomPhan14's problem is one which also affected me until only recently.
When you download a zip or rar file from the internet, extracting it as-is will disable most .dll files as windows classifies them as unsafe.
To avoid the initial startup .dll error spam (to be precise, HRESULT: 0x80131515), you need to:
1- download the rar or zip
2 - rightclick > properties
3 - press unblock
4 - then unzip/unrar
this typically affects the newer versions of windows, so its not guaranteed to happen for everybody.
you may want to reply again to phantomphan14, as my reply to your reply wont show up on his notifications.
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MissingPixieSticks In reply to AddestorionVayanis [2014-05-23 13:17:30 +0000 UTC]
Ok, so I've been randomly browsing and stalking and came across this comment. This is possibly the most useful thing I have seen in quite some time. The errors popping up all the time were really starting to get on my grind and this has fixed it perfectly. You are awesome, thank you very much X3
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AddestorionVayanis In reply to MissingPixieSticks [2014-05-23 14:47:45 +0000 UTC]
yeasurelol
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Trackdancer In reply to AddestorionVayanis [2014-01-02 23:11:49 +0000 UTC]
The laptop I use for MMDΒ still uses Windows XP and I am not going to change that any time soon. But thanks for the heads-up on thisΒ issueΒ - you have just got to love Microsoft's definition of "user-friendly" ...
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AddestorionVayanis In reply to Trackdancer [2014-01-03 11:23:20 +0000 UTC]
it wasnt a problem with windows XP, but this is something that i only recently discovered on anything Vista and up.
I guess when you try to make your operating system idiot-proof, you tend to annoy people who actually know what theyre doing.Β lol.
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HandofCreation0 [2013-08-15 18:59:54 +0000 UTC]
*insert angelic choir* many thanks to you, and to the others you referenced in the credits!
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BlakeJX In reply to ??? [2013-08-15 10:14:46 +0000 UTC]
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' andΒ 'ShoulderP_R' respectively, double click to select the bone. Β
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Trackdancer In reply to BlakeJX [2013-08-15 10:40:56 +0000 UTC]
Thanks for that, I forgot to make a note on that in the chart. Added to description.
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xxSoulsealerxx In reply to ??? [2013-08-15 09:56:16 +0000 UTC]
Ah, thanks for the tutorial.
About time someone make one about plug-in ones.
But do note the plugin sometimes messed up of your rigged vertex to bone. You best save a separate file before using it and leave it to be the last process to use it. Unless you know what you are doing, it's best to check the whole model's bone whether it is still okay.
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Trackdancer In reply to xxSoulsealerxx [2013-08-15 10:09:22 +0000 UTC]
That's why the plugin author has indicated some of the bones with asterixis as those are the bones most likely to need user adjustments as there's no way that a generic weighting scheme can be devised for those bones to suit every model.Β
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xxSoulsealerxx In reply to Trackdancer [2013-08-16 00:52:56 +0000 UTC]
True, it would have be too convenient. Xb
Is there any way to adjust it? or we just have to rerig the parts? :b
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Trackdancer In reply to xxSoulsealerxx [2013-08-16 01:51:36 +0000 UTC]
If it spazzes it will need to be reweighted.
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xxSoulsealerxx In reply to Trackdancer [2013-08-16 02:00:28 +0000 UTC]
Aye, thought so. Xb
Thanks for the info. :3
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TheMMDerWithoutName In reply to ??? [2013-08-15 09:37:43 +0000 UTC]
So um, sorry. Noob question here but, What exacly does this plugin do?
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Trackdancer In reply to TheMMDerWithoutName [2013-08-15 10:10:49 +0000 UTC]
It adds special functional bones to the models as indicated in the chart. You can do these manually too, but the plugin automates the process making it easier and faster.
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TheMMDerWithoutName In reply to Trackdancer [2013-08-15 10:24:28 +0000 UTC]
Oh! That seems useable. Thank you. o u o
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