How can I weight my MMD model
in PMXE? How do I weight the IK bones as I make a model from scratch
using Blender and PMXE?
Making Your First Model Part 17 Weighting the Model
Welcome to another installment of Angsty Teen
Mae Struggles Against PMXe. Scroll to the bottom for an actual,
informative guide to weighting.
We’re going to do this the old fashioned way.
Every time I bring up weights with Bandages, he tells me
to do
it in Blender. And I always let out the sound
of a deflating balloon because I’m a big dummy! I don’t understand how
to do it now matter how many tutorials I read! (note, I
understand how to do it and I’ve tried it. My issue is just that I
prefer seeing each little dot instead of just seeing a nice, smooth
surface.)
So, we’re going to do this the quickest, easiest, and
big dummy-ist ways possible. Is it right? Maybe. Is it graceful? Nope!
I learned this method from a hair physics tutorial. It’s
really simple – paint everything below the bone at 100% strength. Then
paint everything below the next bone at 100% strength. PMX will just
deal with it.
So, to open up the “Weight” tab, find the option on the
toolbar called “Wght”.
To switch between bones, just select a bone in the panel
that we had just been using to make the bones.
Now, let’s start with her head. We want to weight her
entire braid to her head until we can add physics to it. Why? Because
otherwise it won’t move! Her dress and skin will get in the way, so
mask it.
I had already started making a “Speed Weight” video and
got around her shoulders when I got distracted and realized that the
pressure of recording was making it harder than it should have been! So
that’s why her eyes are blue. I had weighted them them to the eye bone
already. Regardless, let’s move on!
We can test to see if it works in “Transform View”. You
can open “Transform View” either by going to “View > Transform
View” or by pressing F9.
Whoo! It worked! You can tell it worked because all of
her head and hair is moving as one unit. Not a single part is stuck!
. . .
What?!
Ok, let me see. It must be a problem with the IK.
I found a problem with the ankle being parented by
nothing . . . I fixed that . . .
So
Basically . . .
When you mirror an IK
bone, its index does not get
mirrored. That means that even though everything looks ok
at first glance in the bone panel, it’s not.
Especially since 右 and 左 look so similar!
Why is her knee doing
that?!
Oh . . . ! I got it!
I took a deep breath and checked my dA messages. I read
through an article I was linked to and thought . . . And thought . . .
And then it hit me! What if the targets weren’t
mirrored either?! One of them was . . . and one of them wasn’t. I fixed
it . . . And her bones are fixed! HURRAH!
Ok, back to weighting.
So, remember how I told you that mirroring the weights
was going to decrease our workload? Yeah . . .
Let’s do this by hand.
STILL?!
Her
hand wanted to feel the floor.
Seeing it, I can automatically think that somehow, one
of her arm bones is parented by something it shouldn’t be
parented to.
It was. It was parented by the invisible bone
that the eye bone is connected to.
Changing
the parent from ‘Eye-Sen’ to Upper Body worked!
Now, for the knee that kept spazzing out . . . I just
realized that I never limited the angle after replacing the incorrect
bone in the index. Whoops!
Before we move on, I want to say one thing.
For the bones and weights . . . It actually would have
been faster if I never mirrored them. If I
had known what it would do to my IK bones, I would have had everything
done pretty quickly on the bone front. But I had no clue! And as far as
mirroring the weights . . . heh . . . that didn’t
work out.
By the way, have you ever confused 上 and 下 and spend way
too long trying to figure out why it isn’t working as it should? Yep.
MMD is hard!
[17_011.png , alt
text “Model moved away from Axis in Transform View”]
So, now, I can move her off of the axis and nothing
sticks to it. Everything is weighted to something, and
maybe that’s all I can hope for as an MMD n00b!
Hey! Remember how I said scroll to the bottom
for the tutorial on weighting? Well . . . Here’s the bottom!
So, I made this “Egypt-Inspired” statue thing.
Let me add some bones so we can weight it.
Along with adding bones, I took it into Blender to give
it hair . . . As this is a pretty big part of the tutorial!
Alright. Since this is “a goof”, there was no real
reason to give the bones the proper names . . . But I did! So let’s
start by weighting the upper body.
If you paint a vertex with 100% strength, for the arm,
then paint it with 100% strength for the elbow . . . What happens?
You have a vertex with 100% strength on the elbow.
We can use that a bit to
our advantage. The first weight we put down will get devoured by the
appropriate part eventually!
So, go to “Wght” to open the Weight window.
In the bone panel, choose the bone you want to paint . .
. Then press start.
[17_014.png , alt
text “Bust with no weight values”]
This is what it looks like with no weights assigned. As
we’re painting the upper body… Well, let’s paint the upper body!
I keep it set to 100% . . . mostly because no one has
slapped my wrist quite yet!
Yikes! That’s really wrong! But
like I said earlier, it won’t be any issue to fix it by just being more
careful for the rest of the bones . . .
Let’s draw the neck on. It’ll look very similar to the
previous picture, so I’ll save you the boredom.
But I will show
you what happened to the Upper Body weight paints after painting the
neck!
Instead of being black to say that they were never
painted, the vertices that were gobbled up by the neck are blue for 0%.
Next in line is the head. Now . . . Without physics,
what does hair ideally do? It ideally moves with your head!
PMX probably has a mode that won’t allow you to
paint through a material . . .
But instead of finding that, we’re going to use masking to first mask
the body to weight paint all of the hair to the head quickly . . . Then
we’re going to mask the hair so that none of the weight paint from the
arms gets onto it!
Everything
but hair masked
And yes . . . I know I didn’t name my materials! I was
just in such a hurry!
Now, we’ll paint the hair until it’s 100% red. After
that, we’ll mask it off so that we can’t see it or affect it.
With the hair out of the way, it’s on to arms.
Now, I found an image on dA that said that at joints,
you should paint at less than 100%. However, it made no sense to me.
I’m going to try on one arm painting my harsh, always 100% way, and the
other way with lightly dusting the joints with 25% from the adjacent
bone.
I didn’t grab any screenshots of doing the arms
because it’s actually hard to see what’s going on
with that material . . . I am a dingbat!
But Now, this model has achieved the number one goal of
weighting . . . Not leaving artifacts when it is moved around!
Bust
moved from Axis with no Artifacts
For the giggles, let’s add hair physics. That will
be much easier to see!
Weighting
the hair bones to the model
I’m glad that this wasn’t a physics tutorial . . .
Because when the hair twitched around madly, I just threw random
numbers at all of the parameters until something stuck!
Now that we have that out of the way . . .
I recorded the model dancing in MMD, and I realized
something.
That person who said that joints should be
painted at like 75% was right! On the left side, we
have the joints painted so that both bones have a little control over
it. Look how nice and smooth those arm movements are!
And on the right . . . It’s a little jagged. But
regardless, I hope this was an actual, informative tutorial on
weighting.
Though on second watch . . . Perhaps I’m imagining
things and there’s no noticeable difference!
What comes after weighting… I’m guessing physics!
Check back next time when we cover one of the scariest
parts of MMD for n00bs!