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Trackdancer — MMD Tutorial - A Complete Hand Control System
#3d #animation #hands #mmd #pmd #touhou #tutorial #izayoisakuya
Published: 2015-03-05 19:17:53 +0000 UTC; Views: 13839; Favourites: 207; Downloads: 147
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Description
Example animation here:Related content
Comments: 21
Riveda1972 [2022-09-06 16:12:02 +0000 UTC]
Here's my new madness...
- 2x magic bones controlling the long fingers (open/grip)
- 2x magic bones controlling long fingers (spread/tighten)
- 2x attachment bones on the hand palms (for accessories OP link)
- 2x attachment bones on the wrists (for accessories OP link)
...
and
...
- 25x2 hand poses sliders
![Riveda1972 - [MMD] C6V3's hand posing system (version 3.20) Riveda1972 - [MMD] C6V3's hand posing system (version 3.20)](https://skunkyart.darlopvil-hub.online/media/file/ed30a86b8c4ca887773594c2/f/c32782cd-0690-4e76-853f-6bc4de0a0d95/dfcu20p-4ed6bf6b-d625-4527-bcfb-3352136d7fd3.png/v1/fit/w_400,h_400/_mmd__c6v3_s_hand_posing_system__version_3_20__by_riveda1972_dfcu20p.png?filename=_mmd__c6v3_s_hand_posing_system__version_3_20__by_riveda1972_dfcu20p.png&token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjAwMCIsInBhdGgiOiJcL2ZcL2MzMjc4MmNkLTA2OTAtNGU3Ni04NTNmLTZiYzRkZTBhMGQ5NVwvZGZjdTIwcC00ZWQ2YmY2Yi1kNjI1LTQ1MjctYmNmYi0zMzUyMTM2ZDdmZDMucG5nIiwid2lkdGgiOiI8PTIwMDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.Rz87SqchBvotq6hrI2y-D8_ibeHwtyvEstAtghsfz_Q)
Thanks again
👍: 0 ⏩: 0
PhantomPhan14 [2021-12-12 06:44:30 +0000 UTC]
This is very useful! Thank you! I was wondering if you might help with a related issue I'm having?
I have a game-rip model I've converted and the finger bones don't move the fingers in the right directions. Like if I take the first bone of the index finger and rotate it along its personal Z axis to try and fold the finger to the palm, it moves off to the side a bit. I've deduced this is because the bone's personal axis is rotated strangely but rotating the bone in PMXe does nothing to fix this. I think it has something to do with the numbers under Local in the Axis Limit section but fiddling with them only makes it worse. I can provide pictures if that would help? I really want to set up a control system for ease of posing but if I do that now the poses will be a mess..
👍: 0 ⏩: 1
Trackdancer In reply to PhantomPhan14 [2021-12-15 23:32:54 +0000 UTC]
Arggh... this is actually fixable by someone with a lot of rigging experience. Hint: might actually be easiest to fix by re-rigging the fingers.
👍: 0 ⏩: 1
PhantomPhan14 In reply to Trackdancer [2021-12-16 09:00:56 +0000 UTC]
Really? Is that the only option? Because the fingers seem to be rigged perfectly fine. They bend at the right areas and bend smoothly. It's just that the bones need to be rotated somehow I think.

I really don't want to mess with the rigging. I'd prefer to keep it the way the game had it. I'm terrible at weighting high-poly things.
👍: 0 ⏩: 1
Trackdancer In reply to PhantomPhan14 [2021-12-16 09:52:55 +0000 UTC]
If they were rigged properly, you wouldn't have this problem...
Solution: the axis needs to be properly orientated. It will probably be next to impossible to do this using the PMXe. I don't think it has the tools to do this; but maybe someone knows a way to do it with this program. The preferred method is to export the model to a proper 3D modeling program like Blender and fix it there.
👍: 0 ⏩: 1
PhantomPhan14 In reply to Trackdancer [2021-12-18 07:09:50 +0000 UTC]
Ah. The model was ripped and set up for XNAlara and I used a tool someone designed to convert it to PMX. I guess somewhere along the way things got messed up. I know nothing about Blender other than using it as an intermediary to convert gamerips so that's probably not gonna happen. Thanks for the help anyway though :)
👍: 0 ⏩: 0
Riveda1972 [2017-03-22 15:46:29 +0000 UTC]
Damn... it seems I'm steel a newbie
I cannot mirror the pose I created for the right hand to apply it on the left one :S
Following all instructions for mirroring a movie data, but nothing
** EDIT: Ok, ignore me... I'm dumb ... solved ***
👍: 0 ⏩: 1
Trackdancer In reply to Riveda1972 [2017-03-22 18:47:06 +0000 UTC]
** EDIT: Ok, ignore me... I'm dumb ... solved ***
1. OK, ignored.
2. Well you're Italian... so no comment. (j/k)
3. Ah, see it wasn't so hard after all. ^^
👍: 0 ⏩: 1
Riveda1972 In reply to Trackdancer [2017-03-22 21:53:21 +0000 UTC]
1. Well done
2. Groan. We have invented pizza, pasta, radio and phone (yes we have. Meucci has invented it before Bell, but he hadn't the money to patent it), show more respect for us!!
3. Just the wrong copy/reverse buttons
👍: 0 ⏩: 1
Trackdancer In reply to Riveda1972 [2017-03-22 22:27:28 +0000 UTC]
Pasta was invented in China; Marco Polo brought it back with him after his trip there.
But more importantly, for Western and hence "modern" civilization; the Renaissance started in Italy, and without which we wouldn't be living in the world that we live in now. Also, what would the modern fashion world be without the likes of Gucci?
👍: 1 ⏩: 1
Riveda1972 In reply to Trackdancer [2017-03-23 09:11:55 +0000 UTC]
You, heretic! I'm talking about the one, real PASTA: Spaghetti, Maccheroni, Fusilli, Cappelletti, troffiette... don't dare to name chinese pasta!!
About Gucci and contemporary italian fashion I won't answer. As said in many tv series... I plead the fifth amendment
Coming back to topic, I was wondering if these bones and/or morphs should be named in some particular "standard" way in the japanese name field of pmx editor. I won't distribute the model I'm actually working on, but I added at least the fingers rotation bones on any of my most recent models. Do you know if our awesome f(r)iends from the rising sun isles use "standard" names for:
- Lef / right hand attachment bones
- Left / right finger rotation bones
- Spread / relax morphs
And finally. In some rare cases I added also IK chains on arms. Would you suggest others to use also these "unuasual" bones, when redistributing models?
Thanks
👍: 0 ⏩: 1
Trackdancer In reply to Riveda1972 [2017-03-23 19:25:27 +0000 UTC]
Coming back to topic...
1/. Since these modifications are non-standard, you can use the same labels on both the Jap/Eng sides with no adverse effect.
The hand attachment bones do exist on many Japanese models, but even with these their labels are non-standardized.
2/. There are no issues redistributing models with these modifications as these do not negatively impact the performance of the models in anyway. For example, my edit of IA Rocks below has all of these features installed.
👍: 0 ⏩: 0
Pelusita-Fideos [2017-01-09 22:24:17 +0000 UTC]
how can I make the bone facials for the fingers? I cant find any tutorial :c
👍: 0 ⏩: 1
Trackdancer In reply to Pelusita-Fideos [2017-01-10 18:34:00 +0000 UTC]
Look in my tutorials gallery under the PMD editing category. There is one in there on creating bone facials.
👍: 0 ⏩: 1
Digitrevx [2015-03-13 14:26:16 +0000 UTC]
I'll admit I rushed when I read but is this a thing you mod the character rig for or a thing you load into mmd separately? And yeah posing fingers is bleh xD
👍: 0 ⏩: 1
Trackdancer In reply to Digitrevx [2015-03-13 17:32:31 +0000 UTC]
These are mods and for animation purposes (as well as static posing) they really do help reduce development time. Complex as our hands are, we only really do move them in certain ways most of the time and this system does a good job of easily replicating those movements and positions through essentially very simple controls.
👍: 0 ⏩: 0
mary34 [2015-03-05 20:32:16 +0000 UTC]
Wow, that system indeed sounds very usefull.
I might try that little trick (gotta practise my pmd editing anyways).
👍: 0 ⏩: 1
Trackdancer In reply to mary34 [2015-03-05 20:52:48 +0000 UTC]
Try it, it's easy to implement, use and very versatile.
👍: 0 ⏩: 0
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