HOME | DD

Published: 2012-07-15 00:35:54 +0000 UTC; Views: 20891; Favourites: 219; Downloads: 176
Redirect to original
Description
You will need the following Japanese text for the Groove bone's name:Groove bone:グルーブ
Groove anchor/tail bone:グルーブ先
Updated 08-10-2013 ~ better positioning for the groove bone indicated
Related content
Comments: 182
Trackdancer In reply to ??? [2014-03-19 22:55:24 +0000 UTC]
? ... never heard of that happening before.
👍: 0 ⏩: 1
HetaVocaCore In reply to Trackdancer [2014-03-19 23:10:55 +0000 UTC]
Oh ;7; The only thing visible are some bones at the center part...
👍: 0 ⏩: 1
Trackdancer In reply to HetaVocaCore [2014-03-19 23:33:10 +0000 UTC]
You must have clicked on something wrong - adding bones doesn't make materials disappear.
👍: 0 ⏩: 1
HetaVocaCore In reply to Trackdancer [2014-03-20 00:25:01 +0000 UTC]
Uuuu ;u; I just moved the bones and changed the child/parent bones for them and such...
👍: 0 ⏩: 1
Trackdancer In reply to HetaVocaCore [2014-03-23 20:40:39 +0000 UTC]
Sometimes when you mess up the bone hierarchy, the model displays in a really odd way. It's happened to me when I messed up. Might want to check your bone hierarchy (and that can be a real pain).
👍: 0 ⏩: 1
HetaVocaCore In reply to Trackdancer [2014-03-23 20:47:39 +0000 UTC]
Ahhhh ;7; I tried to make it seem almost exactly like what's in the picture, with just a little bit of editing due to model height...
👍: 0 ⏩: 1
Trackdancer In reply to HetaVocaCore [2014-03-23 21:14:47 +0000 UTC]
You do have a back up of the model you're working on right? Best thing to do is redo from start. Just add the groove bone first and see if that works before messing with the model's height (as that can really mess things up).
👍: 0 ⏩: 1
groovykid2000 In reply to ??? [2014-03-07 22:23:25 +0000 UTC]
actually what do you mean by edit the upper and lower body
👍: 0 ⏩: 1
Trackdancer In reply to groovykid2000 [2014-03-09 20:27:09 +0000 UTC]
If the center bone was originally the parent bone, then when you add a groove bone, that becomes their parent instead. In turn the groove bone has the center bone as its parent so the hierarchy is maintained.
👍: 0 ⏩: 1
Miaou-ML In reply to ??? [2014-02-08 21:42:03 +0000 UTC]
Well...you just saved one of my models from looking like a total doofus in a motion data. Thanks!
👍: 0 ⏩: 1
Isabeladenicola In reply to ??? [2014-02-03 20:27:55 +0000 UTC]
holy FUCK YOU SAVED MY LIFE Ç^Ç
GOD BLESS YOU
👍: 0 ⏩: 1
Piri-tanyay [2013-12-29 01:46:49 +0000 UTC]
How do you attach a bone in the first place? I'm using PMX editor so mine looks a little bit different (I also cannot read Japanese very well) Along with not being able to read Japanese, I am not that great at PMD so...please help me a little bit more. Your tutorial is great by the way
👍: 0 ⏩: 1
Trackdancer In reply to Piri-tanyay [2013-12-30 00:47:06 +0000 UTC]
You attach a bone by telling the PMD/PMX editor to which bones it is supplicant to (ie. which bone is it's parent and if relevant, it's immediate child). There are fields for the parent/child entries. Not something that's easy to explain in words I'm afraid.
👍: 0 ⏩: 1
Piri-tanyay In reply to Trackdancer [2013-12-30 17:21:18 +0000 UTC]
That to me, actually makes perfect sense! Thank you very much.
👍: 0 ⏩: 0
puccarocks99 In reply to ??? [2013-11-03 03:48:16 +0000 UTC]
Thank you so much!
You saved my butt ^^ XD
👍: 0 ⏩: 0
AskOrlenaLouisiana In reply to ??? [2013-10-23 19:25:23 +0000 UTC]
YOU SAVED MY SELFIE! Thank you so much!
👍: 0 ⏩: 1
AskOrlenaLouisiana In reply to Trackdancer [2013-10-23 19:41:45 +0000 UTC]
Now I can finally fix my models that don't have those bones!
👍: 0 ⏩: 0
RontheHedgehog In reply to ??? [2013-10-07 19:53:52 +0000 UTC]
Favoriting this because it has helped me immensely. Thanks so much for the tutorial!
👍: 0 ⏩: 1
M7-Chan In reply to ??? [2013-08-11 21:39:03 +0000 UTC]
What's the difference between the new and old placement?
👍: 0 ⏩: 1
Trackdancer In reply to M7-Chan [2013-08-11 21:50:53 +0000 UTC]
What the groove bone really is, is a center bone with reversed orientation. If it is used in a motion it will add slightly more bounce to the movements. But due to the lack of proper documentation a lot of people, me included and a few Japanese modelers, made the wrong assumptions about it. Once you think it through, it makes logical sense which is what I did and, hence, why the correction was necessary.
Impact is minimal as no harm (or real benefits) will be done if the model had an incorrect placement of this bone, especially since most motions still don't use this bone. This is probably because of the confusion over the placement of the bone due to a lack of proper documentation.
👍: 0 ⏩: 1
M7-Chan In reply to Trackdancer [2013-08-13 18:35:14 +0000 UTC]
I see
Thank you for explaining. Whenever I need to make/edit a model and add a groove bone I always go to your tutorial because it is so clear and simple :> I'm glad it won't do anything that bad since I've added it on a couple models so far!
👍: 0 ⏩: 1
Trackdancer In reply to M7-Chan [2013-08-13 19:54:36 +0000 UTC]
I've been slowly correcting the placement on my models.
👍: 0 ⏩: 1
M7-Chan In reply to Trackdancer [2013-08-16 11:48:52 +0000 UTC]
I suppose I will too then XD
👍: 0 ⏩: 0
Birko91 [2013-08-10 20:41:43 +0000 UTC]
Dear Trackdancer, could you please make a tutorial how to add rotating bones to the arms? I can't find one anywhere And also you tutorials are always very clear
👍: 0 ⏩: 1
Trackdancer In reply to Birko91 [2013-08-11 00:01:57 +0000 UTC]
Adding a twist bone is situational. What work is needed to make it work on different models will vary from model to model.
👍: 0 ⏩: 1
Birko91 In reply to Trackdancer [2013-08-11 08:03:48 +0000 UTC]
So basically - it won't work for some models?
👍: 0 ⏩: 1
Trackdancer In reply to Birko91 [2013-08-11 09:50:55 +0000 UTC]
It will work on most humanoid models, just that models are different and there's no generic way to do this. Its also quite fiddly.
👍: 0 ⏩: 1
Birko91 In reply to Trackdancer [2013-08-11 17:46:54 +0000 UTC]
I was just hoping that I will be able to make rotating bones for Dreamy Theater models since some motions require having them...
But I see it's much harder than I expected. Nevertheless, thank you for response Trackdancer
👍: 0 ⏩: 1
Trackdancer In reply to Birko91 [2013-08-11 18:18:20 +0000 UTC]
It isn't hard, just hard to explain.
👍: 0 ⏩: 1
Birko91 In reply to Trackdancer [2013-08-11 18:26:14 +0000 UTC]
Like everything in PMD Editor
👍: 0 ⏩: 0
DannaSenpai In reply to ??? [2013-08-08 03:07:20 +0000 UTC]
Could you tell me how to use the plug in or make another tut for PMX
This is strictly for PMD and I no longer use pmde only pmxe
👍: 0 ⏩: 1
Trackdancer In reply to DannaSenpai [2013-08-08 03:15:27 +0000 UTC]
[1] Adding a groove bone manually to a PMX model uses exactly the same procedure as with a PMD model.
[2] There's already a tutorial on how to use the plug-in. But basically, it's easier to use the plugin but its hard to explain w.o pictures (I'm assuming you don't read Japanese either).
Try and find that plugin tutorial, it might be listed on Citrus-Smoothie.
👍: 0 ⏩: 1
DannaSenpai In reply to Trackdancer [2013-08-08 03:26:52 +0000 UTC]
I actully just found a semi bone plugin that does more then just groove bone. But still thanks for replying ^_^
👍: 0 ⏩: 1
BlueRose113 In reply to ??? [2013-08-06 16:07:55 +0000 UTC]
This just helped me so much! Thank you
👍: 0 ⏩: 1
Trackdancer In reply to BlueRose113 [2013-08-06 16:35:28 +0000 UTC]
YW - you could also use the plug-in. That does all the work automatically.
👍: 0 ⏩: 1
BlueRose113 In reply to Trackdancer [2013-08-06 16:37:36 +0000 UTC]
Cool, thanks for the tip
👍: 0 ⏩: 0
TheObsessionist144 In reply to ??? [2013-07-28 20:57:19 +0000 UTC]
THANK YOU SOOO MUCH!! i've been searching FOREVER for a groove bone tutorial! one that works for that matter XD thanks again
👍: 0 ⏩: 1
groovykid2000 In reply to ??? [2013-05-25 19:09:36 +0000 UTC]
can u do this on mmd instead of the pmd editor?
👍: 0 ⏩: 1
<= Prev | | Next =>