Any chance you can do a tutorial or give advice on how to use the open plugin for things like open jackets etc ? Whenever I search for something it just seems to bring up skirt plugin in and not anything about the open plugin
anon... there's no such thing as open plugin.... what you're looking for really is the skirt plugin.....
BUT FRET NOT, I SHALL GIVE A SIMPLE EXPLANATION ON HOW TO USE IT FOR OPEN JACKETS!
this will require some knowledge on operating the plugin AND making physics adjustments!
(this will not cover adjusting the rigid bodies parameters and joints values)
1) select the parts of the vertex mesh you want to rig with the skirt plugin. i highly recommend enabling the wireframe or weight mode too so you can see better when placing the weight anchors later on
2) load the skirt plugin, and do your usual thing with it.
(you can always apply the changes with [Initialize] even if you have already placed your weight anchors!)
3) head to [Advanced] tab, in [Face Setting], change from [Close Face] to [Open Face], after that apply the changes to start placing the weight anchors.
4) what you'll see after that is something like this (the weight anchors are all in straight line instead of 3d form if you get what i mean). you'll have 5 columns of the weight anchors.
5) when placing the weight anchors, despite choosing [Open-Face], you still need to think like 3d. so you'll have 1st and 5th columns being in the front, 2nd and 4th columns being in the sides, while the 3rd column being in the back.
you can arrange them like a star shape (you don't need to worry about the rotations, just moving the weight anchors is enough)
6) apply the arrangement and you should get sth like this!
also if you're a fool like me and somehow refuses to replace the broken plugin that comes together with Inochi-PM's eng PMXE, you can simply resize the horizontal joints with [Object Editor]
and if the rigid bodies also come out the same, just do the same thing too.
don't forget to make sure everything's properly connected!
8) and that's pretty much it! you still need to do your usual physics adjustments ofc, but that's how you can use the skirt plugin to rig meshes that aren't fully cylindrical!
I'm trying to give Looey jiggle physics. Why is he falling apart like lego bricks!?...
YOU OPENED THE TANGENT BAR!!
(Trash quality since I have to rip my vids from my discord acc to upload to Tumblr via my phone.)
Sfx are from pixabay, some lego starwars game and skyrim.
I have my lovely username plastered on this video cause I can't afford someone stealing my video. In this economy? I don't want someone using my looey-plosion vid for a post about him making out with anyone except Goob.
"Wah wah wah- ur almost 23"
I have black mold in my room, I huffed whiteout in middle school and I kin Tamers' Goob.
Looey x Goob is so rare that my current pfp of Tamers Looey giving Goob a half eaten sandwich is all I got. I respect all ships but until Heilum Hugs/ balloon hugs gets a cringe Ulpu song let me have what I got.
Also. If the fandom was a thing in the 2010s would the ship be called Loob, gloobey, or someother amalgamation? IDFK!
If you want the raw video file for videos without the watermark contact me via DMs. Yah?
Hi there, everyone! On the previous post I narrated a bit of my journey trying to import the Mouthwashing characters to MMD by using Blender.
Well, I had to put a pause to that first because I don't know what I'm doing wrong that the rest of the characters had the same black model glitch as Jimmy did. The thing is, I don't remember how I even fixed it the previous time, I just pressed buttons and options until I got it right so... I'll have to figure that out that later as well.
In the meantime, some of you may be aware that at the beginning of the month I commissioned someone to make a model of my boy, Derek. Because horrible fictional characters deserve to be together. Well, after a month... the commission wasn't what I expected. Not to mention I couldn't even open the file on Blender, it crashed my whole computer (Basically, some compatiblity issues due to the version of our Blender programs) and the only way to use it again was re-starting it from the power switch button. (No biggie, we talked it out and we're in good terms)
So I went and grabbed a Daisuke model and begin to play with the vertices, the textures and we're somewhere...
I can't believe I've managed this much in just two days
The hair is going to be the worst, I still have to do the texture and you can tell I fucked up the vertices, not sure how I'll make, attach and incorporate the sleeves of the jumpsuit on his waist, besides making sure it gets attached to the model and isn't just floating once exported to MMD.
Still a long way ahead of me, besides me adding some strokes to calculate where the mapping translates so I won't draw in vain lol. But I'm a stubborn girl, I have plenty of time to work on this while I do some art commissions. I'm still a bit sad, as I originally wanted to render something silly/fun for Valentine's Day, but I guess it'll have to wait~
I'm not planning to do model commissions, as I'm pretty amateurish at this as you can tell, and by no means I would like people to feel disappointed like I felt lol.
So earlier this month I posted a showcase of my newest stage (link) and one of its functions was that you could make the armillary sphere spin with just a morph. I'll try my best to explain here how to make a morph like this yourself! ( ˶ᵔ ᵕ ᵔ˶ )
Model by Etheluu
To start of, add one bone and rig the parts that you want to spin to the said bone.
In the 'Bone' section, select the bone that you made (you can name it whatever you want, I named it 'rotate') and click CRTL+D twice to duplicate it twice.
Name those two bones as well, they shouldn't share all the same name! One bone will be the actual IK bone ('rotateIK') and one will be just a target bone for the IK bone ('rotate+').
Now into the each of the bones' settings:
For 'rotate' bone:
assign the parent bone (P-Bone) to the main bone (or a bone that the rotating bone should be attached to)
set 'Append' to 'Rot+', where parent is the 'rotate' bone (yes, the bone must refer to itself! in PMX info it will show up as an error but it will work either way)
turn on 'Axis Limit' and type in '1' in a box that refers to the axis that the bone should be rotating on (X, Y or Z)
For 'rotate+' bone:
assign the parent bone (P-Bone) to the 'rotate' bone
turn off the visibility for this bone (not neccessary for it to work)
For 'rotateIK' bone:
assign the parent bone (P-Bone) to the 'rotate' bone
turn on the 'IK' setting
in IK section, in the 'Target' box, type in the number of the 'rotate+' bone
in IK section, in the 'Loop' box, type in '100'
ik IK section, in the 'Link' box, add the 'rotate' bone (you can do it by right-clicking on the 'rotate' bone on the left side and select 'Copy Index (X)' option from the menu and then right-clicking on the 'Link' box and selecting 'Copy From Index (V)' option)
Now, you must move the IK bone ('rotateIK') along the same axis that the whole thing will be rotating along. Example: if you want the materials to rotate by the Y axis, move the IK bone ('rotateIK') by the Y axis.
An infographic(?) if you want to see the direction of the rotation of the axisses in PMXE:
Switching to the 'Morph' tab, add a new morph. Right-click on the area on the left -> New (N) -> Bone (B). Name it however you want.
Don't mind the other morphs on the screenshot, those are just pre-existing morphs I made and are irrevelant.
Add the bone that you rigged the materials to ('rotate'). You can do it with the same method as earlier with the IK settings ("Copy Index (X)" and "Paste From Index (X)").
In the 'Offset Amount' section and under 'Bone Rotation/Torque Impulse (X/Y/Z)' text, enter a number from 0 to 1/-1. This determines the speed at which the bone will rotate at:
0 = not moving at all
1 = moving quickly
-1 = moving quickly but in the opposite direction
Theoretically, you can enter higher number but it might result in the bone moving way too fast so I would just simply not recommend doing that.
And here you go! You've made a morph that makes a bone rotate on its own ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
Remember that this will work only in MMD itself and not in PMX Editor!! If you try to test it in PMXE, don't be alarmed! This does not work in the PMX Editor (for some unknown to me reason) but if you test it in MMD then everything will be alright!