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vasilnatalie — Advanced Bone Tutorial Part 4 by

#bones #mmd #tutorial #pmxe #rigging
Published: 2016-09-02 17:25:05 +0000 UTC; Views: 921; Favourites: 5; Downloads: 14
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Description Not going to any work to make this pretty, because I don't expect very many people to be interested.  This is intended for people that are already very comfortable with IK bones and appends.

Division of bones into individual axes is important for direct control over the solutions found by IK bones, for translation of motion or rotation in one axis into a another axis, and for the rigging of muscles.  Note that these measurements are not perfect.  It's probably unfair of me to say this, since I've never made an IK solver, but MMD's is crap.

Finding the average angle or mid-position between two bones is useful in a few places.  I designed this technique in order to address animators applying rotation redundantly to both UB and LB, rather than at the center, groove, or waist.  However, finding the midpoint is useful for pseudo-physics, and I have a feeling that you could make a bone that agreed with any particular BDEF2 vertex, basically eliminating the need for BDEF4, permitting the equivalent of BDEF anything, and allowing collision bodies in full agreement with the deformed mesh.  Can't find the midpoint yet.  This would be useful though.

If you use IK solutions to drive other IK systems, you need to increment deformation tier on each additional IK layer, or MMD won't work right.  PMXE will, but MMD won't.  (Children, including append-children, also need to have a deformation tier at least as high as their parents.)

Edit: I was wrong.  Half the angle is part of the solution-- the midpoint lies along that line.  But the midpoint between two bones is not the endpoint of that line.  Changed the picture because I was embarrassed enough about my mistake.
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Comments: 5

Hogarth-MMD [2016-09-02 18:14:02 +0000 UTC]

Fear of 2 bones having redundant rotations is probably such an little known mental condition that you're safe from your local psychiatrist, at least.
I've heard of eccentric geniuses before, but never an MMD bones eccentric genius before you.

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LGMODS [2016-09-02 17:46:53 +0000 UTC]

It look like you are working hard on tutorials these days.

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vasilnatalie In reply to LGMODS [2016-09-02 17:56:24 +0000 UTC]

I don't know if they say this in France, but in the US, they say, "Those that can, do; those that can't, teach."  I guess I've just been interested in pursuing crazy ideas lately.

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LGMODS In reply to vasilnatalie [2016-09-02 18:07:14 +0000 UTC]

I think I got this proverb and it's a wise one
I saw your many tutorials, it's good to have them it can help a lot of people not only advanced users, if someone want to investigate here he will know the steps to follow, even for me!

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vasilnatalie In reply to LGMODS [2016-09-02 20:12:07 +0000 UTC]

It's good to hear that they might be useful to somebody.  I'm probably being too generous to myself by calling them "tutorials."  I like to do these, but the biggest reason is that it's a good way to get my own thoughts in order, so that I have a better understanding of the rigs that I'm trying to make.

Of course, I also think it would be awesome if anybody glimpsed this and thought, "Oh yeah, I can do stuff that's more complicated than usual, and if I do it right, it won't even break existing animations."  There is a lot of unexplored territory in MMD.  And there's a lot of ground to explore with regards to making animation, in any engine, more portable between different models.

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