Ninth generation of MikuMikuDance releases, along with new possibilities, also brought new problems. Newest versions’ physics engine, far superior compared to its predecessors, also may reveal certain glitches and negligences in existing models’ rigging that did not matter to previous versions. Sometimes, when you try to apply pose or motion files to a model, its physic-imbued parts start to flutter uncontrollably, providing you with pantsu shots when you least ask for it. It may be speculated, that the engine perceives the loading of such a file as a sharp and global movement of the whole model – haven’t you seen model’s hair and skirt wave realistically when you simply move it around? Usually models recover from such a shock to the system in a second or two, but some of them, due to said rigging deficiencies, fall into the self-sustaining positive feedback loop. So far (up to 9.22 version) this issue hasn’t been resolved yet. Perhaps editing such models in PMDE/PMXE could iron out glitches that lead to this behavior… sadly, the collective mind of LearnMMD does not possess necessarily knowledge yet. Fortunately, the problem still can be solved in other ways.
The simplest method of all is to reset the physics engine entirely. Select Menu->physical operation (P)->no calculation(N) and then Menu->physical operation (P)->on/off mode(O) again (or whatever mode was selected before that you find appropriate). That should quench physical bones’ chaotic oscillation completely or at least tone it down to ‘natural’ levels. If that is good enough for you, you don’t actually need to Read more
Today I’m going to show you Nico Seiga, this is Nico Nico’s “deviant-art” so to speak. It has plenty of Manga Anime and MMD art works! It contains everything from good to bad! You can log into Nico Seiga using your normal Nico Nico Douga sign-in! Nico Seiga is home to all sorts of anime and art whether it is fan-service or Just your normal Miku model.
When you first log in to Nico Seiga you’ll be met with Nico’s most popular works! Like this one:
This is a perfect masterpiece drawn by はころくさん of the Love Live School Idol Project Characters!
Normal art work is displayed as a plain image with comments next to it, but Manga is displayed in a completely different way. There, you can add your own comments on top of the manga!! The comments will slide across the screen just like comments do in videos!
Below that, your going to see some news, and an advertisement, after that will be works that were commented on recently. Along with their Featured Daily E-Book and Popular POP.
Popular Pop is where another user can “pop” your work to show they like it. When a pop’ed illustration gets popular enough it goes into the popular pop section.
Then, you’ll see the recently uploaded manga’s and Read more
One of the fun aspects of collecting for MMD is browsing through BowlRoll. It has some of the most up-to-date downloads. This week I found an effect I had never heard of before. It is called the AsciiArt effect.
You can download the AsciiArt effect from GNX2’s BowlRoll account here: https://bowlroll.net/file/51804 at the time of this writing it doesn’t require a password.
For those of you who don’t know, ASCII is an acronym for American Standard Code for Information Interchange. This was the standard form of character coding for many years. The most common form of ASCII art is the simple emoticon (In Japan they have some really elaborate ones called Kaomoji which means “face characters”). However, keyboard art has been around for a long time.
You load the AsciiArt effect just like you would most other effects. You would click on the Load button in the Accessory Manipulation Panel (AMP). Select the effect and that’s it. Unfortunately, there are no controls over the size or transparency of the effect in the Si or Tr fields of the AMP.
The AsciiArt effect takes advantage of using keyboard characters to create shape, shadow, and texture, on your video. It creates these forms by eliminating all the color from your model and any other accessories. So what you are left with is a diffused picture of black, white and grey.
When you first look at the AsciiArt effect in action it will puzzle you for a minute. Then you will start seeing all the text moving and creating this really cool picture. I have a feeling that most people will download this effect; play with it for a little bit; then forget all about it. Personally I am thinking about all The Matrix and The Ring scenes that can now be created.
In my opinion, this effect is best used with close up shots and medium shots. If a long distance shot is used then the effect can muddy all the motion data you have playing. It is similar to appreciating an impressionist painting. If you get too close, then all you see are the brush strokes. When you look at it from too far away then you lose visual context. If you are doing your own camera motion data (I trust that you are). Then you need to find that “Goldilocks spot” in your shots.
I have uploaded a short video highlighting this effect. It is at our YouTube Channel: http://youtu.be/IjsS0RWbHWM
Have fun with this.
Models: Default Animasa Miku and Rin
Effects: AsciiArt effect
This all started yesterday when I wanted to throw a punch at someone! … and Kaito is always my favorite dude to smack around! … and so it was!
I started with Len. I spent quite a while working to get his starting-stance just right. I used myself as my pose model … jumping up to assume the pose and then sitting down to adjust the model. Once I had it, I copied the pose to Kaito … and had to make a few adjustments because Kaito is taller than Len.
Now I made my opening Camera moves. I wanted “ACTION” in my action video so I started-off with whirling the camera around my combatants. and then closing-in to show their trash-talking … and Kaito’s smart-mouth look. Then I backed-off the camera so we could see the fight!
I copied some lip-flapping motions from another of my animations and so had both models dishing dirt at each other in no time! That Kaito is such a smart-mouth … Len was just fuming!
All I knew when I started to create the animation was that I wanted to throw a punch. I kind of worked both ends against the middle as I made my motions … moving Kaito a bit … and moving Len a bit … until I decided it was time to throw the punch. I placed Kaito into the “Just got hit” pose and then placed Len’s fist against his face … then backed-up a little to create Len’s full animation up to that point … and then sent Kaito spinning … and then created Len’s follow-through and spinning-around motion … all while trying to keep track of the Leg IK bones for both models. There was kind of a pause in the animation before I could get Kaito to fall down … so I animated Len’s left hand to give Kaito a push … the final coup de grâce!
After it was mostly all together, I went back through the animation to adjust the speed of the action-motions using interpolation curves. The speed of Len’s arm uses that curve in the picture. It’s a bit excessive, really … the arm moves so quick you can hardly see it! … I also use it in Len’s triumphant arm gesture and in his left-leg-lift during that gesture … and I made a similar curve as Kaito accelerates to the floor! (Did you notice that I made Kaito bounce once? “:o)
I kept working on the camera position … gotta keep it moving in my action video … no boring long-shots! I was about three hours-in at this point. I adjusted the ground shadow color to a dark gray. I began to work on Len’s body-rotating motion and Kaito’s stance as he was about to fall down … and I wound-up totally messing-up my animation … body parts passing through other parts and those crazy feet not cooperating! … time to watch that bad “Thursday Night Football” game (Falcons creamed the Buccaneers, 56-zero when I turned it off … not even fun to watch.)
Today I spent another couple of hours fixing what I had messed-up yesterday … and I made the soundtrack. Read more
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