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BloodyKylie โ€” PMX Editor Bone Morphs Tutorial

#animation #mmd #model #morph #rigging #mikumikudance #pmxeditor #pmxeditortutorial #pmxeditorhelp
Published: 2015-03-14 21:26:19 +0000 UTC; Views: 26108; Favourites: 188; Downloads: 0
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Description PMX Editor does not only allow to change textures by sliders (material morph), but also to change bones, vertices ("facials" are made this way), UVs and even physics. In this tutorial I describes the creation of bone morphs. Bones have less settings than materials, therefore bone morphs are easy to create. I made 4 morps - one for moving along each axis and one for Y-rotating. Gimbal lock was fixed while making the fourth morph.

THE ANIMATION WILL BE ADDED LATER. MY COMPUTER IS GLITCHING AND THE RAW VIDEO FILE IS 661 MB. TOO MUCH TO BE UPLOADED

This simple bone system was used to create an animation of Xen planetoid floating around the bigger island. No bones were moved for this, the morphs were used to adjust the position. It came out smooth enough. Rotating center bone has only 1 keyframe.

UPDATE

Simplify step 7 by making 3 copies your bone and entering 120 degrees.
Idea by Wampa842 ย 
Related content
Comments: 35

NastyLemon [2018-11-25 23:08:30 +0000 UTC]

Can this method be used to make a automatic facial? Just like the auto breathing bone structure mod that enables the ability of models to be automatically breathing?

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BloodyKylie In reply to NastyLemon [2018-12-04 13:02:13 +0000 UTC]

Sorry for the late reply. I think there is a way to do it, but I don't know how does it exactly work. Did you mean something similar to this?ย 

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NastyLemon In reply to BloodyKylie [2018-12-11 12:48:18 +0000 UTC]

Oh my, that could helpful, that's exactly something like that

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BloodyKylie In reply to NastyLemon [2018-12-26 18:43:31 +0000 UTC]

Hey, I found this thing while searching for animation tutorials. Hope it helps

learnmmd.com/http:/learnmmd.coโ€ฆ

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NastyLemon In reply to BloodyKylie [2019-11-04 21:08:30 +0000 UTC]

oh sorry for late reply, but i know about it, that's the exact same mechanism i wanted for that

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SoraJakeBlade [2017-02-16 16:29:19 +0000 UTC]

how do you add bones in PMX ENGLISH!ย 

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SteelDollS [2016-08-21 15:24:37 +0000 UTC]

This would be so helpful for me to learn, but I am stuck early in this tutorial. Maybe you can help me get through the issue.

When you say click + to add a bone, I don't see that option anywhere. Can you help me find the option a little more specifically?

Here is a screenshot of what it looks like when I try to add a bone morph: sta.sh/026fx10rbblj

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BloodyKylie In reply to SteelDollS [2016-08-21 18:59:19 +0000 UTC]

You use an outdated version of PMD editor. This tutorial is for PMX

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SteelDollS In reply to BloodyKylie [2016-08-21 19:27:01 +0000 UTC]

That weird sound you just heard following my confused mumble of, "what? what do you mean? It's not the outdated one. I can prove it. Let me double check-"

was the sound of pupils shrinking and head explodings. :'D



OH YES IT IS CHILD
Wow. For how long..? Probably I... ahhhhhhh
I think the reason why is I installed the newer version
but the shortcut I use I must've forgotten to update. No wonder.

/dances crazily Thank you, jeeeeeez

At least now I feel dumb for a reason I can get behind hahahaah ;3; x'3

Seriously, thank you. Now I'll try again with the not outdated one

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9NemikoVakochi [2016-02-26 10:49:23 +0000 UTC]

thank's this help me

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MinaliAjaebixTsuki [2016-02-23 04:36:58 +0000 UTC]

Mistress: Hey I have a problem like this but a bit different, when i add a motion on a model that i have she doesn't go to motions correct postion rather just lean and is stuck right on the same spot where i loaded her. Not like the whole move her postion and everything would be good but rather she stays in the middle and her leggs are moving towards the postion she is supposed to be at. It's like thisย Meh
do you know how to fix this problem? I really want to know how to ;-;"

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BloodyKylie In reply to MinaliAjaebixTsuki [2016-02-26 19:40:14 +0000 UTC]

I think it deals with groove bone (ใ‚ฐใƒซใƒผใƒ–), center bone (ใ‚ปใƒณใ‚ฟใƒผ) or the thing called ๅ…จใฆใฎ่ฆช (subete no oya) in Japanese and inofficially "mother bone" in English. All these bones must be properly named in Japanese to work as motion data recognizes them

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MinaliAjaebixTsuki In reply to BloodyKylie [2016-02-26 20:09:50 +0000 UTC]

Mistress: Oooh..oh shit..so that's why it was acting up x.x" doop for me..thank you so much o v o..though stupid question how do i fix this? Like do I just rename the name of the 'move' bone to the actual japanese name? Cause when i click on it i never noticed the jp name rather see if i can fix the problem blindly myself x,x"

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BloodyKylie In reply to MinaliAjaebixTsuki [2016-02-27 21:29:52 +0000 UTC]

Yes, you have to rename them using PMX Editor. English names can also be added but they don't affect any movement

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MinaliAjaebixTsuki In reply to BloodyKylie [2016-02-28 00:15:27 +0000 UTC]

Mistress: Alright v o v/, thank you so much for telling me ; v ;! I will try it out and see if it works x.x well from my side since i am still new to this.

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MinaliAjaebixTsuki [2016-01-25 05:07:07 +0000 UTC]

Mistress: Yeah can I get help here, I have these three new models and their arm bones are correct but there is like this extra bone that is like a circle and has a X on it inside, that little circle X bone is giving the models arms a problem. I put a motion on them and that bone is making their arms go twitchy like creepy glitch. Sort of like a broken arm thing. Can someoen please help me out on how to fix this? ; - ;"

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BloodyKylie In reply to MinaliAjaebixTsuki [2016-01-26 13:28:48 +0000 UTC]

I used this guide to fix
fav.me/d6ptbpv

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MinaliAjaebixTsuki In reply to BloodyKylie [2016-01-27 03:46:01 +0000 UTC]

Mistress: I already tried doing the tutorial and followed it but i can't seem to get it ; - ;"

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BloodyKylie In reply to MinaliAjaebixTsuki [2016-01-28 11:59:43 +0000 UTC]

I have one more tutorial based on the previous one
fav.me/d9ca626

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MinaliAjaebixTsuki In reply to BloodyKylie [2016-01-28 20:40:40 +0000 UTC]

Mistress: Thank you I think this one will help out much better o vo!

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KillerBeer01 [2015-05-14 16:36:45 +0000 UTC]

Another question: I tried to create a bone morph, but only managed to spin bones about global axes, not bone's local ones. There's a "local" checkbox, but it's permanently greyed out and I don't see a way to activate it. Can bone morphs use local axes at all?

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BloodyKylie In reply to KillerBeer01 [2015-05-15 15:16:29 +0000 UTC]

I suppose you can adjust local axes in bones tab, but I haven't looked into this thing yet

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KillerBeer01 In reply to BloodyKylie [2015-05-15 17:03:42 +0000 UTC]

Well, I did set local axes (actually, in the PMXView menu; I knew about this procedure but haven't realized the model I'm working on hasn't been treated with it), but the morph still uses world coordinates rather than local and the checkbox doesn't activate. What's worse, I tried to export the morph into clipboard as text and there doesn't seem to be a fieldย  responsible for local/global switch at all. Looks like it's not ever implemented... bad news for me. Well, thanks anyway.

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KillerBeer01 [2015-04-10 06:56:24 +0000 UTC]

Does PMDE 139 in PMX mode allow for bone morphs? I tried to follow your instructions, but do not see buttons at the bottom of the window and can't add a bone to the list. And PMXE 219 won't load in my 32-bit environment.

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BloodyKylie In reply to KillerBeer01 [2015-04-11 14:14:40 +0000 UTC]

I didn't find these buttons in PMDE, too. I don't use it, only PMX. For 32-bit OS see my material morph tutorial
fav.me/d5jbaoz

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KillerBeer01 In reply to BloodyKylie [2015-04-14 18:57:55 +0000 UTC]

Thanks, it worked. What's even better, it worked on the translated 219 as well, *and* it stayed translated afterwards.

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SpicyyNoodles [2015-03-25 14:40:36 +0000 UTC]

Where can I find a material morph tutorial?

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BloodyKylie In reply to SpicyyNoodles [2015-03-27 15:00:07 +0000 UTC]

fav.me/d5jbaoz

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precurefan2013 [2015-03-15 17:16:53 +0000 UTC]

so would this also help with the model's movement, when using a motion data in mmd?ย 

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BloodyKylie In reply to precurefan2013 [2015-03-15 20:37:33 +0000 UTC]

If you record a motion, these morps won't count as bone movement. You will see movements if the model on which you load the motion data will have the morph with the same Japanese name

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precurefan2013 In reply to BloodyKylie [2015-03-16 23:26:02 +0000 UTC]

okay, thanks for the explanation helps a lot ย 

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Wampa842 [2015-03-14 23:21:41 +0000 UTC]

That's not exactly what gimbal locking is. Gimbal locking occurs when you lose a degree of freedom when two transformation axes become one. In MMD, this occurs because accessory rotation axes are calculated in sequence. Y is always inherited from the parent bone, or the ground. The X axis is calculated next, it's the "right" normal vector of the Y axis. Z is calculated last, which is always normal to both X and Y.
The Y and Z axes lock when you rotate the accessory 90 degrees on the X axis. No matter what you do, changing Y and Z angles rotates it about the same axis. This "six degree of freedom" system lost one degree of freedom, and gimbal locking occured.

What happens on your picture is an entirely different thing. It can be visualized perfectly with an analog clock.
Let's say you look at your clock at midnight, when the small hand is on 12. Zero hours have passed that day. You look at your clock again at noon, 12 hours later, and the small hand is still on 12.
If you know trigonometry, you also know that every function related to a circle is periodic, with a period of 2*pi, or 360 degrees.ย When it comes to full circles, there's no difference between 0 and 360 degrees, as cos(0ยฐ) and cos(360ยฐ) are equal. In MMD too, there's no difference between 0ยฐ and 360ยฐ, so a rotation of any multiple of 360ยฐ is decreased to 0ยฐ.

And that's all of today's mathematics lesson.

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BloodyKylie In reply to Wampa842 [2015-03-15 07:57:02 +0000 UTC]

Thanks for explanation. I once saw an article on the internet, and this issue was called "gimbal lock". And the solution was to break the animation into 4 parts

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Wampa842 In reply to BloodyKylie [2015-03-15 13:13:44 +0000 UTC]

ncc.phinf.naver.net/ncc01/2011โ€ฆ <- Gimbal locking

That's one solution. You could also break it up to two times 180ยฐ, but the best might be to rotate it 359.99999ยฐ. It only works on morph animations, though. Rotating a bone as a real bone-based animation requires at least three keyframes, spaced 120ยฐ apart.

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BloodyKylie In reply to Wampa842 [2015-03-15 15:05:55 +0000 UTC]

OK,I'll try to simplify the animation by dividing into 3 parts instead of 4. Rotating 180 degrees is tricky, too.

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