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Published: 2022-07-15 22:51:30 +0000 UTC; Views: 5577; Favourites: 15; Downloads: 26
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Description
UPDATE: Apparently Deviant Art mucked with some background settings and now the GIF refuses to zoom in when you click on it. However, I have discovered that if you RIGHT-CLICK and select the option to open the image in a new tab, you can view it at the intended size and read everything.I decided to try a different format, a long-strip comic with certain panels animated as GIFs. Since there is text involved I tried to make it slow enough that it is readable. I apologize if I got the settings wrong on that. The GIF should look a little nicer than my previous physics tutorial since this one didn't go through multiple conversions from a video into a GIF into individual frames and then back into a GIF. I also had some fun making this one.
I have a new topic to go over when it comes to MMD physics and Rigid Bodies. I've already covered what the numeric "Physics Settings" do, so now I'm going to explain the purpose of groups.
See, your computer is stupid. Really, really stupid. It cannot figure out that something you load into MMD is supposed to be considered solid unless there is a rigid body attached to it. So along with dictating how things will behave under the influence of the physics engine, these objects also tell your computer, "Hey dummy, there's a solid object here, so ACT LIKE IT!"
But as MMD is not a perfect recreation of real life, neither are its physics. Hair, for example, tends to be made of hundreds of thousands of very fine strands, while on models it tends to be more...chunky. Even if you fake the look with texture, the model itself is still a whole piece (or several pieces, but nowhere close to real life hair). The rigid bodies themselves can also be a bit on the chunky side. And when you try to crowd a bunch of them into a small region, like a bunch of hair physics around the head or a bunch of skirt physics close to the body, they all start trying to shove each other out of the way. (This is one reason MMD cannot do physics for pencil skirts, they HAVE to be rigged to the legs.)
The way to prevent different rigid bodies from interfering with each other is to assign them to different groups, and then give them the appropriate "non-collision" settings to make them ignore certain groups. You can calm down a model's hair physics, for example, by assigning them all to the same group and then setting them to ignore their own group. If collision for a specific group is on, that rigid body is going to behave like a bumpercar when they meet. If non-collision for a specific group is on, then that rigid body will behave like a ghost and pass right through anything from that group as if it didn't exist.
Also! You don't have to turn on non-collision for ALL rigid bodies that are involved. When the group 1 car in the comic had its setting changed to not collide with group 4, that means it will ignore all group 4 cars, no matter if those group 4 cars are set to ignore group 1 or not.
If you have questions about MMD or PMX editor, feel free to join this Discord server to find the answers you need. We also have a summer fun picture contest happening through the end of the month.
CREDITS
- stage: Rino-Gravity (from bowlroll)
- car: Hari31, 時の番人 (from bowlroll)
- tire: だっふんだ (from bowlroll)
- skydome: 怪獣対若大将P (from bowlroll)
- bumpercar: oscarthechinchilla (modifications by me for color-changing material morphs and AL compatibility on the headlights)
- God Gundam: wolf (from bowlroll)
- Meiko and Rin: Animasa
- Kyoji: credits in the description here
- Chibodee: credits in the description here
MME used
- g_ALB_01
- Post Directional Light
- Kamitachi (color modified)
- Sweet Shader
- Mental Ray
- Real Figure Shader
- Absolute Wall
- pmotskin
Other Software
- Text/sound effects added post-render with paint.net
- GIF animation made with Easy GIF Animator

























