vasilnatalie on DeviantArthttp://creativecommons.org/licenses/by/3.0/https://www.deviantart.com/vasilnatalie/art/Video-of-canned-motion-test-Tda-0402-Sydney-698704066vasilnatalie

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Video of canned motion test, Tda 0402 Sydney

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youtu.be/JKfRO7Ytnpk

Canned motion test of a model I'm working on.  This is Womanizer.  As a test, obviously, no stage or anything, sorry it's nothing to look at.  Or listen to.

As far as I can tell, mesh, weights, physics are all now completed.  Don't have to open PMXE or Blender again, cross my fingers.  Some texture work and effects work still to be done.

Motion was not tuned in any way.  There's a bit of IK wonkery, barely noticeable, which can be expected with an untuned motion.  Motion starts at frame 30 because physics won't initialize into the Womanizer starting position, it's a little too extreme.  You'll notice poor collision with the sleeves; without editing a canned motion, there is simply too much collision going on, and the arms are tearing through the sleeves as they tear through colliders, which is difficult for the model to recover from.  With tuned motions, the sleeves can be set to collide with more objects, just as long as you don't go ripping your arms through any bone-type rigids.

A little clipping at the back, hard to see with this angle, and barely noticeable anyways, just the kimono hem clipping itself.  Doing the splits are still doable.  Hair could use some bounce-- definitely not capable of upside-down work-- but it's at a place I'm satisfied, gives acceptable bounce for typical motions, doesn't look plastered down anywhere.  You can't notice the physics on the center wrap, which is how it's supposed to be; thank god, you also don't see it stretching across the body like you would if I used regular weighting to body bones to deform it.

Lots of ways to tune motions.  This model has a UB3 and a pelvis bone.  It has a neck-correction bone which twists the head and the neck in opposite, axis-limited ways to deal with the fact that a lot of animators don't pay any attention to splitting their twist between the two.  Full leg cancel complement, toe bones, arm twist bones, even leg twist bones.  A lot of bones that are typically rotation bones are move bones to give more options.  No IK parents, because there are no duplicated bones to screw you up on the 3D view; the ankles are hidden and proxied instead.  Eyes track the camera automatically with shader magic, not shown here.  However, I'm grateful to see that none of this is necessary for getting good motion out of canned animations, which is, I believe, how the majority of people use MMD.
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animaniac72's avatar
She is coming along nicely.