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Rigging Models with Appends using PMXEditor


How can I use PMXE to create new bones in my MMD model? What is Rigging? What are “bones” in PMXE? How do I make eye bones? What does the PMXE append field do? How can I make my MikuMikuDance model easier to use?

RIGGING WITH APPENDS– AND KASANE TETO!

In the world of professional 3D modelling, it takes a whole team to create a single scene.  You’ll have a modeller.  You’ll have a texture artist.  You’ll have an animator.  And you’ll probably also have a rigger.  (Unfortunately, us amateurs don’t have the luxury of passing our rigging on to the specialists.)

Riggers take care of all the jobs that make the animator’s life bearable, so that the animator doesn’t have to push individual vertices around.  MMD uses skeletal animation, so a big part of rigging in MMD is about the creation and placement of bones.

Two Important Bone Principles

  1. Bones are points.  They should have been called “joints” from the start, but it’s too late for that now.  Bones aren’t lines.  They don’t extend into space.  Those lines leading to the child or offset are meaningless as anything except a visual aid.  Bones are points around which other points (vertices and other bones) rotate.  If you think of them as lines, you’re going to run into problems over and over again.  I still find myself thinking of them as lines– and making mistakes because of that.
  2. Bones are sequential.  What does that mean?  It means that they need to be in a particular order. We all know that children need to follow parents, but why?  It’s because the position of the child depends on the position of the parent, but not vice versa.  In order to know where the child is, we need to first know where the parent is.  Parent/child relationships are not the only place where this is important, as we’ll see.

Learn to Rig your model using Appends…
Read the entire Tutorial online…
or Open the PDF to read the Tutorial!


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