if you use certain mme shaders (like AlternativeFull and i believe HAToon as well), you get to keep your toon textures on your models! this is useful for toons with sharp edges which are typically used on 2d/cell shaded models!
(for your own preference, it's better to generate the fx files yourself using the provided generator)
for reference, this is the toon texture i made for most of my oc models
i wanted the sharp edge to still remain intact even with selfshadow enabled, so this is the best i could do!
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Any chance you can do a tutorial or give advice on how to use the open plugin for things like open jackets etc ? Whenever I search for something it just seems to bring up skirt plugin in and not anything about the open plugin
anon... there's no such thing as open plugin.... what you're looking for really is the skirt plugin.....
BUT FRET NOT, I SHALL GIVE A SIMPLE EXPLANATION ON HOW TO USE IT FOR OPEN JACKETS!
this will require some knowledge on operating the plugin AND making physics adjustments!
(this will not cover adjusting the rigid bodies parameters and joints values)
1) select the parts of the vertex mesh you want to rig with the skirt plugin. i highly recommend enabling the wireframe or weight mode too so you can see better when placing the weight anchors later on
2) load the skirt plugin, and do your usual thing with it.
(you can always apply the changes with [Initialize] even if you have already placed your weight anchors!)
3) head to [Advanced] tab, in [Face Setting], change from [Close Face] to [Open Face], after that apply the changes to start placing the weight anchors.
4) what you'll see after that is something like this (the weight anchors are all in straight line instead of 3d form if you get what i mean). you'll have 5 columns of the weight anchors.
5) when placing the weight anchors, despite choosing [Open-Face], you still need to think like 3d. so you'll have 1st and 5th columns being in the front, 2nd and 4th columns being in the sides, while the 3rd column being in the back.
you can arrange them like a star shape (you don't need to worry about the rotations, just moving the weight anchors is enough)
6) apply the arrangement and you should get sth like this!
also if you're a fool like me and somehow refuses to replace the broken plugin that comes together with Inochi-PM's eng PMXE, you can simply resize the horizontal joints with [Object Editor]
and if the rigid bodies also come out the same, just do the same thing too.
don't forget to make sure everything's properly connected!
8) and that's pretty much it! you still need to do your usual physics adjustments ofc, but that's how you can use the skirt plugin to rig meshes that aren't fully cylindrical!
would you ever consider making a tutorial on how you get your physics to be so smooth and nice ? they're absolutely scrumptious - watching your models move is by far my absolute favorite thing ever, moyo <3
love you lots, you've been my fave modeler in the mmd space for years
(⁄ ⁄•⁄ω⁄•⁄ ⁄) thank you anon,,,, i'm really happy to hear that!
and as much as i want to give a tutorial on my physics workflow, i don't think i'm able to do that bc my workflow is VERY manual and requires a lot of trial-and-error!!
however!!! i can give you few resources that i think would help you!
1) introduction to mmd physics by Amenrenet! i suggest reading all these first to get basic understanding on how they work
2) this old tutorial that i followed when i first started using the physics rigging tool (aka skirt plugin). very helpful to get at least basic smooth physics!
(i had to reupload this tutorial to my drive since it was taken down by the original uploader)
3) kind of same tutorial as above but in video format (plus using it to rig non-skirt items). they also have base values provided.
created by Kana Fuyuko!
4) physics maker by MMDLoid, though i never used it bc my workflow requires manual adjustments so idk how to explain it, but useful for saving templates to reuse on other models (i think)
5) last but not least, take references from other models!! hell, you can even use mine as one. you don't need to copy the values as-is, adjust how you like bc only you know for your model!
moyo if you share that bone trick to lessen clipping i will literally love you forever
that difference is night and day
here!!
if you know how to make rotation/twist bone (aka 'magic' bone), it's basically using that! you just duplicate and rename the arm bones, move them up (bone hierarchy), then change the actual arm bones to rotation and connect to the duplicated arm bones. i personally use value 0.55 but it depends on the model.
do note that this will slightly mess up the rotation of the arm bones if you want to manually pose them in mmd (though you can always use the original arm bones if you choose not to hide them), but it's totally fine if you're using it for quick model test using premade motion!
btw if you apply 'Average Normals - Near' on your VRoid model's mouth parts in PMX Editor (especially if it's cell shaded or has 2D look), you'll get this very nice looking outline around the mouth and on the tongue, but specifically on the edges of the teeth 😊
it's not mandatory to do so ofc, but it does give a pop up look on the teeth (would look much better w/o toon but that's just my preference!)
also this can be easily done by just merging vertices with Blender/Metasequioa/any 3D modeling software you use, but this is mainly for MMD users who's only familiar with PMX Editor! (or any lazy bum like me HAHA)
anyway to do this, just go to this option as shown here:
it'll prompt you to enter your value; the default value is fine, but i prefer to use 0.000000001 for smoother look
after that you're p much done!
if you wanna go extra, you can use Edge Scale tool (accessible from Vertex option) to manually adjust the outline value w/o needing to separate your mouth mesh to different materials 😄
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i forgot that i long meant to explain the PROPER way of using the fx PostAlphaEye so i hastily put together this mini tutorial!
click [Keep Reading] for the explanation!
load your model, open the MME tab and identify the material numbers for the eye parts as well as the bangs (or front hair).
now go to your folder of PostAlphaEye, make a copy of the DrawEye.fx file and rename it to whatever (simplest is name it the same as the character), then open the fx file in any text editing software.
below is example on how i made for my edit of PostAlphaEye mainly used for my Genshin ports. i named a few as HF(*) as some of my ports share the same material organisation for numbering.
after opening DrawEye.fx, go to these two command lines and input the material numbers according to your model, and save it.
NOTE: DO NOT ADD SPACING AFTER THE COMMAS
now, open up PostAlphaEye.fx and locate this line:
UNDER the above line, input your command line using this format:
"(Model name).pmx = DrawEye(Name).fx;"
then save your changes.
here's how i did mine:
if done correctly, you'll now only need to load in PostAlphaEye.x for the effect to work WITHOUT having to manually remove/disable through the EyeRT tab!! (this manual method does work but it's too hassling now imo)
extra tip: in PostAlphaEye.fx, you can change the visibility on this setting if you don't want to bother using the Tr tab in MMD!
i think not many mmd users (in eng-spoken community, at least) know this pmxe plugin that i've been using for few of my models to 'fix' the face normals, so here's the before and after usage of it
it's a lifesaver if you don't want to open up blender to smooth the face normals on a model! (like me, i cba to open blender most of the time...)
this plugin is called "Face Normal Adjustment", created by 矢立峠
usage is directly simple! you just install the plugin to your pmxe, load it after selecting the face of your model, and apply it
i personally would recommend to use the Face Forward plugin by 大葉真琴 beforehand to reduce the intensity of how the toon covers the jaw part of the face
i hope this plugin can help you in optimizing your models for mmd!