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vasilnatalie — MMD Advanced Bones Part 2: Practical Appends

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Published: 2016-06-22 15:21:31 +0000 UTC; Views: 1382; Favourites: 15; Downloads: 21
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Description Part 2 of advanced bone training for MMD.  This walks you through the creation of a three simple structures that use rotational appends to create effects that simplify the job of animation.
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Comments: 4

NastyLemon [2018-11-27 13:53:18 +0000 UTC]

Hey, nice tutorial!

I have one question thoe, you do know about the mod auto breathing that enables model's breathing just by simply turning physics and facials on right?

Well, i came across a few other models that replicate this same process but for different aspects, for example: A fan/ventilator that is possible to be ''turned on'' just by enabling their facials, and you can even control the intensity of their velocity, or wings that can flap themselves endlessly as well, and all of that by simply by using bones facials. 

Do you perhaps know how to replicate this method, say if i wanted to make a bone rotate around itself endlessly just by turning on a facial, how could i be able to do that?

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vasilnatalie In reply to NastyLemon [2018-12-05 06:26:40 +0000 UTC]

I have seen the auto-breather.  It uses physics to create a perpetual motion machine, which it then uses to drive some bones.  IIRC.


Making a perpetual motion machine in MMD/PMXE is pretty easy.  Then you can use appends on after-physics bones to do perpetual motion.


But better, in my opinion, is to use a bone morph.  That way, you can skip to frame 5000 or whatever and register your morph to 128.0 or whatever.  Allows finer tuning of params in the bone morph, easier to set up, doesn't require after-physics, but isn't technically infinite.


Here, take any model, make a bone morph referencing its motherbone (prob. bone 0), at 0/0/0 0/90/0, load the model into MMD and register the morph to 128.0 at frame 5000.  Now the model will spin 32 times over those 5000 frames.  Pretty simple.


If you don't like having to register morphs to >1.0, you can always create a group morph referencing that morph with a impact of 128.0 instead.  (But you shouldn't go equal to or higher than 180 degrees on the bone morph, because at 180 degrees you lose direction information.)

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vasilnatalie [2016-06-22 18:27:59 +0000 UTC]

Thanks!  Maybe I'll make some more, it's actually more fun that I thought, and a lot less trouble than what I've been working on.

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LGMODS [2016-06-22 15:44:13 +0000 UTC]

Very interesting, thx for these tutorials I'll look for more it will be useful to test by my own following your tutorials.

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