HOME | DD

Trackdancer avatar Trackdancer — MMD/PMD Tutorial Adding A Mother Bone in 2-clicks by-nc-nd
MMD/PMD Tutorial Adding A Mother Bone in 2-clicks
Published: 2012-11-12 00:32:07 +0000 UTC; Views: 26463; Favourites: 245; Downloads: 216
Redirect to original
Description The easy way to do this.

Note that I've used the latest, Japanese language only, version of PMD for this tutorial, but the function also exists in the older English language version. It's in the same place in the menu system (Edit>Bone>MasterParentBone).


IMPORTANT
If you are using the English version of the PMD Editor, the name of the bone on the Japanese side is incorrect. The function still works, but replace the label on the Japanese side with the correct Japanese characters: [ 全ての親 ]
Related content
Comments: 177

Venombite409 [2018-12-07 16:25:59 +0000 UTC]

Thanks for this, it really helped with the motherbone-less model I downloaded.

👍: 0 ⏩: 1

Trackdancer In reply to Venombite409 [2018-12-08 05:17:36 +0000 UTC]

Glad it helped!

👍: 0 ⏩: 0

AierTheDotto [2018-09-18 21:05:51 +0000 UTC]

my model doesn't have the mother bone, that one that moves everything but the legs, hw do you add it?
EDIT: nevermind I figured out

👍: 0 ⏩: 0

SundrpKitsunOfficial [2018-08-31 19:20:44 +0000 UTC]

This helped me a lot (I DL'd a model without a motherbone and did not know what to do XP). Thanks so much! ^^

👍: 0 ⏩: 1

Trackdancer In reply to SundrpKitsunOfficial [2018-08-31 21:57:12 +0000 UTC]

Glad to hear that this helped!

👍: 0 ⏩: 1

SundrpKitsunOfficial In reply to Trackdancer [2018-08-31 21:58:54 +0000 UTC]

^w^

👍: 0 ⏩: 0

TwitchyTheNeko [2018-07-19 10:03:03 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to TwitchyTheNeko [2018-07-19 15:14:41 +0000 UTC]

Haven't seen this issue for years, so you're lucky, in a sense... LOL

It was a pain to figure out at the time, but the issue is just caused by a misconfiguration of the bone hierarchy in the Leg IK chain.

The solution is simply to correct the hierarchy by making sure that the Leg IK bones are parented to the center bone

👍: 0 ⏩: 1

TwitchyTheNeko In reply to Trackdancer [2018-07-19 23:20:17 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 0

Rina55 [2017-07-30 01:15:58 +0000 UTC]

this works perfectly when I move it manually,
but when I load a motion where she's supposed to move, she doesn't?

👍: 0 ⏩: 1

Trackdancer In reply to Rina55 [2017-07-30 03:01:55 +0000 UTC]

Huh? Never heard that happening. Need more info, before I can figure out what is going on.

👍: 0 ⏩: 1

Rina55 In reply to Trackdancer [2017-07-30 03:57:02 +0000 UTC]

I fixed it but what had happened was I had the bone named wrong

👍: 0 ⏩: 1

Trackdancer In reply to Rina55 [2017-07-30 07:00:21 +0000 UTC]

Hmm.. that would definitely do it. Like it has never happened to me before, right? 😆

👍: 0 ⏩: 1

Rina55 In reply to Trackdancer [2017-07-30 07:27:06 +0000 UTC]

yeah, haha, sorry for bothering you!

👍: 0 ⏩: 0

ThinkingWithPortals1 [2017-04-02 13:35:17 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to ThinkingWithPortals1 [2017-04-02 18:43:24 +0000 UTC]

"any tips?"

You do rips for commissions? I hope you are aware of the fact that this practice is totally illegal.

Anyway...

a. Most gaming models were designed to use a different bone system/structure from the ones associated with MMD. This being the case, converting a game model to MMD and expecting it to perform flawlessly, is a really big challenge.

b.Game models are similar in construction to MMD models but the problems comes at the major structural joints and also when trying to adapt advance bones constructions (such as twists) to the frame. Simply, this is caused in general because ported models may use a mesh system than what the limited AI capacity of the semi-standard bone plugin cannot cope with.

The only real solution is to attempt to resolve these issues manually. Since you are only charging like 50 cents per model, that, in terms of the time you will need to invest will represent a net loss in business terms.

👍: 0 ⏩: 1

ThinkingWithPortals1 In reply to Trackdancer [2017-04-02 19:54:10 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 0

CXD327 [2017-02-22 23:24:57 +0000 UTC]

You know how to fix if the model stays in the same place? 

like this: www.youtube.com/watch?v=c70zlh…

👍: 0 ⏩: 1

Trackdancer In reply to CXD327 [2017-02-22 23:43:18 +0000 UTC]

The model's lower torso bone hierarchy is screwed up.

Look at a good working model's bone's association to see how it should be set up. Then just copy those relationships to your edit and it'll fix the problem.

In your example, check the parent-child relationship of the leg IK bones. That's most probably the culprit.

👍: 0 ⏩: 1

CXD327 In reply to Trackdancer [2017-02-24 20:50:26 +0000 UTC]

Thank you for your reply! It really helped! :3

👍: 0 ⏩: 0

Miss-Dew-Drop [2017-01-07 00:03:04 +0000 UTC]

I did just this, but it's still not working. Her body stays in the same spot, but her feet are dragged away.

👍: 0 ⏩: 1

Trackdancer In reply to Miss-Dew-Drop [2017-01-07 02:55:11 +0000 UTC]

I don't know what to say when something so simple doesn't work. Why not try using the semi-standard bone plugin to try to add this bone instead.

BTW, the reason why you have this problem iis because the bone hierarchy is wrong. This model you're working on, is this a DA sourced edit by any chance?

👍: 0 ⏩: 0

Cartoondude135 [2016-11-28 22:09:21 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to Cartoondude135 [2016-11-30 01:55:00 +0000 UTC]

It can be attached using the PMXe.

👍: 0 ⏩: 1

Cartoondude135 In reply to Trackdancer [2016-12-02 05:23:20 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 0

MinaliAjaebixTsuki [2016-10-18 19:19:19 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to MinaliAjaebixTsuki [2016-10-19 02:20:52 +0000 UTC]

Edit>Bones>Add Parent

👍: 0 ⏩: 1

MinaliAjaebixTsuki In reply to Trackdancer [2016-10-19 17:43:49 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to MinaliAjaebixTsuki [2016-10-20 02:24:51 +0000 UTC]

A seriously faulty bone hierarchy structure is what will do that to a model. It's easily fixable if you have a good understanding of MMD model bone structures. 

👍: 0 ⏩: 1

MinaliAjaebixTsuki In reply to Trackdancer [2016-10-20 21:49:06 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to MinaliAjaebixTsuki [2016-10-21 03:56:36 +0000 UTC]

You can fix it if you know how. Not hard to do.

BTW, FYI, I'm a guy... so what's with the "Mistress" deal?

👍: 0 ⏩: 1

MinaliAjaebixTsuki In reply to Trackdancer [2016-10-22 21:07:27 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to MinaliAjaebixTsuki [2016-10-23 02:53:53 +0000 UTC]

To fix it just make sure the bones use the correct Japanese labels and make sure the bone hierarchy is correct. Also make sure the leg IK chain is correctly structured. 

Also I suspect that the model has a lot of junk bones or remnants of same which is confusing MMD - delete these.

👍: 0 ⏩: 1

MinaliAjaebixTsuki In reply to Trackdancer [2016-10-23 03:48:19 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to MinaliAjaebixTsuki [2016-10-23 17:25:00 +0000 UTC]

Actually, the screenshot shows that the bone structure is quite clean so this shouldn't be too hard to clean up.

1. I'm assuming the upper torso bone system is "clean" - so everything above the lower torso bone should probably OK. 
2. For now delete any groove and mother bone that model has - then check out how the model functions in MMD with a motion.

a. If it derps then you need to go through the entire bone chain for each leg and find the culprit. Might even want to delete the secondary heel IK controller as this isn't needed on a model with normal flat shoes.
b. If it doesn't derp then add back the groove and mother bones with the semi-standard bone plugin. Re-test in MMD, it should be OK this time.

There's an odd looking bone below her right knee- probably a junk bone so delete that.
Also the bones between the feet - figure what those are and delete them if they're not needed.

Honestly, I don't believe this model is worth all this effort. It has a really bad bone structure.

👍: 0 ⏩: 1

MinaliAjaebixTsuki In reply to Trackdancer [2016-10-23 18:20:20 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to MinaliAjaebixTsuki [2016-10-24 02:06:02 +0000 UTC]

This might help with the legs: fav.me/d84okwt

It's your model, what you do with it your business, not mine.

👍: 0 ⏩: 1

MinaliAjaebixTsuki In reply to Trackdancer [2016-10-24 18:56:04 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 0

MMDMaxine [2016-10-16 22:43:36 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to MMDMaxine [2016-10-16 23:28:27 +0000 UTC]

Absolutely.

👍: 0 ⏩: 0

Cartoondude135 [2016-10-01 06:43:14 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to Cartoondude135 [2016-10-02 02:21:54 +0000 UTC]

You don't... not a good idea for a variety of technical reasons.

👍: 0 ⏩: 1

Cartoondude135 In reply to Trackdancer [2016-10-02 02:34:27 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to Cartoondude135 [2016-10-02 16:01:59 +0000 UTC]

Like, what is so bad about this idea?... because it won't work.

👍: 0 ⏩: 0

Cartoondude135 [2016-09-10 20:45:51 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to Cartoondude135 [2016-09-11 01:43:05 +0000 UTC]

Texture maps have to be UV mapped to a model before they will adhere to the model.

👍: 0 ⏩: 0

Cartoondude135 [2016-08-20 03:53:44 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to Cartoondude135 [2016-08-20 04:23:18 +0000 UTC]

You add it to your model with the PMDe or PMXe.

👍: 0 ⏩: 1

Cartoondude135 In reply to Trackdancer [2016-08-20 06:27:28 +0000 UTC]

Hidden by Admin

👍: 0 ⏩: 1

Trackdancer In reply to Cartoondude135 [2016-08-20 13:49:20 +0000 UTC]

If you want to use the OP method, change the hat's "head" bone to a ro/mov type bone using the PMDe. Change the bone name to "hat" too while you're at it. Done this way, simply attach the hat's "hat" bone to the model's "head" bone. This way, you can take the hat off easily if you want to.

👍: 0 ⏩: 0


1 | Next =>