PMD/X Tutorial. Physics and Joints. First Published: 07/07/12 Updated On: 12/08/12

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1 PMD/X Tutorial. Physics and Joints First Published: 07/07/12 Updated On: 12/08/12. 12/08/12 Added a section on PMX Editor s commands window. This should help you to find the commands needed to make physics and joints. 14/07/12 - Updated Contents layout, fixed Title and added a section on Static and Physical Physics. 1 P a g e

2 Contents MAIN SECTION 1. Introduction Page 3 As the title says, it s an introduction to the tutorial. 2. Let s make Physics and Joints!... Pages 4-5 This section shows you how to make physics and joints. 3. The Idea of Joints Pages 6-9 Explains what the idea of joints are and what they are supposed to do. 4. Let s play in Groups! Pages Shows the importance of Groups when making physics. 5. The Final Test.. Page 13 Shows the final outcome of adding physics and joints. EXTRA SECTION 6. What happens if you don t use Joints?.. Page Shows what happens when you just make physics and no joints. It also highlights what happens when you do not connect joints. 7. Resizing/Move/Rotate Physics. Page Explains how to resize 8. Static Vs. Physical... Page Explains the difference between static and physic physics. Highlights why dropped physics may still occur. 9. PMX Editor Controls Page Shows the commands for adding physics and joints with PMX Editor. #. Conclusion. Page 24 2 P a g e

3 1 Introduction... Today I am going to try and teach you about making physical physics. In other words physics that are part of a dress/skirt/hair or whatever else you need to make move freely or physically move like they do in real life. We are going to use Miku (because I m original). This is what she usually looks like with her physics and joints; But Meiko s stolen her hair physics and joints (she s jealous of Miku s hair). So now they don t work at all with the physical operation. So we re going to have to fix that now aren t we? 3 P a g e

4 2 - Let s Make Physics and Joints!... Firstly, let s make some Physics and Joints! Make sure that only the B is selected at the top of the window where you can see your model. Then select the bone that you want to add a physic and joint to. (Only do one bone for now). We then go to both of the following; Edit > Bone (B) > Create Phys Found. Creates a Physical Physic (Can be later changed to Static) Edit > Bone (B) > Create Joint Creates a joint to hold the physic in place. 4 P a g e

5 Click them to add them to the model as show below; Congratulations! You just made your first joint and physic! However we aren t done yet. We still have something very important to do with the joint you just made. So we have to go to the Joint section on the other window; It looks scary and a bit nasty, but It s not really that bad; 5 P a g e

6 3 - The Idea of Joints This may get confusing, but I can assure you that it s actually very simple once you understand the basic principle of adding joints and physics. Okay. The idea of Joints with AttachA and AttachB is that you are telling Joint 1 that Physic 1 (Hair Physic 1) is attached to the Head Physic (Attach A) and also to the Hair Physic (Hair Physic 1) that you just made (Attach B). It s basically like a jigsaw puzzle, you have to put them in the right place; else they won t fit. However, in order to put the piece there you have to tell it to go there. Joints are the same. You are telling the Joint that Hair Physic One is attached to the head physic. This tells it where the physic is in relation to the model/part. So it turns out like this; Joint 1 -> Head Physic -> Hair Physic 1 However, if you make a second Hair Physic, you don t tell its joint that it s attached to the head bone. Instead you tell it that Hair Physic 1 is attached to Hair Physic 2. Joint 2 -> Hair Physic 1 -> Hair Physic 2. This means that your First Hair Physic is a part of Hair Physic 2. 6 P a g e

7 I will show you what I mean by this. Do the same thing as before to create Joints and physics for Bones 2 and 3. Look below. Can you see the pattern yet? Joint 1 has been told that its friend from down the street (Head Physic) has made friends with Hair Physic 1. Joint 2 has just been told that its neighbour Hair Physic 1 is related to its own Hair Physic 2. However, at the moment, Poor Joint 3 doesn t know that it can make friends with Hair Physic 2 with its own Hair Physic 3 despite the fact that they re both distantly related by blood. Should we fix that? 7 P a g e

8 This is what you should have so far. Do you see how it s shaping out now..? Let s continue our work and make the rest of the physics and joints. Well. Look at that! We ve just completed adding in all our physics and telling the joints what physics go where and who attaches to who! Now let s save her and open her in MMD and let s switch display bodies on..turn her physics on.. and P a g e

9 WHAT THE EFFFF?! D: It eats people! Don t worry. There s a way to fix this. I just wanted to allow you to see what happens when you don t change a physics groups. Let s go onwards~! 9 P a g e

10 4 - Let s play in Groups!... Re-Open her in PMDeditor and go to the PH tab~ Locate her hair physics. You see the problem here is that we didn t set up which physics can go through each other and which cannot. In this case, the hair physics that we made currently conflict with each other because they aren t allow to pass through each other to become a freely moving physic. We can however fix this with groups! You see where it says Group with a number in a drop down box and then those little tick boxes under it with Collide next to it? We use those. I m going to choose Group 16, because its unlikely that anything else on the model like legs and arms will go through her hair instead of repelling it. Make sure you have the following blue swirl (it s a blue physic really) on so you can see the change in the change in physic colour. 10 P a g e

11 Look at the difference now in PMDeditor. However we are not done yet. See the Collide box? We have to now check Group 16 there as well. This tells the Hair Physic s that they can go through each other. Should we test it out..? Let s open MMD and turn the physical operation on. See! It now works~ However, the battle isn t over yet. Look at her Left Pigtail. Its very lonely You should cheer it up by adding Physics and Joints in the same way! 11 P a g e

12 Make the joints and physics back in PMDeditor using the same method above, but make sure that you are attaching the correct physics to each other and that their groups are correct, as shown in the example below; Remember that the first Hair Physic will attach to the head physic via the joint, with the rest of the physics following them with their own joints. 12 P a g e

13 5 - The Final Test.. Then it can be all happy again. Like this; There isn t much more to say on this note. You may be interested in looking at the resizing/moving and rotating tips in the extras section in order to make sure that the physics repel each other like on the original Animasa Miku model. All that s left to do now is just sort out the physics settings, from experience the higher the number is, the more weight it has so it won t move around as much, the lower the number the less weight it has and the more it flies around. Think panty shots. It s probably easier to explain if you take a look at other people s physics and see how much weight there is on the physic in order for you to decide what your physics settings should be. Physic settings can be found here in the PH tab; However, I currently do not know much about them to describe to you what each one does, so you will have to experiment through trial and error. 13 P a g e

14 EXTRA SECTION.. This is just a little add on section to help you understand some joint and physic related problems. Along with some tips and tricks on resizing physics. 6 - What happens if you don t use Joints?... Many users experience these kind of problem s when they do not use joints to hold their physics in place. No Joints (Miku s skirt) Missing Joint (Miku s Second Tie Joint) As you can see, this is what happens when there are joints missing. This can also happen when you have not connected the right joints and physics together. Except from my experience they like falling THROUGH the coordinate axis rather than resting on it (falling to the floor). This is why it might be best to put English names after the Japanese on the bones so that when you make the joints and physics they will also have the English after the Japanese, making it easier for you to tell which is which. You can always delete the English afterwards. JP: (Japanese) 1 [Front. Skirt 1 Left] English: Front L. Skirt 1 On a side note, while the first hair physic attaches to the head physic, skirt physics attach to the lower body physic. The first Boob physics will attach to the upper body bone depending on how many of these bones are on the model will determine where it s connected to. If you have three upper body bones, they connect to the third one; look for the one that is connected to the neck bone. Any physics in sleeves will probably attach to the second arm bone the one before the wrist. 14 P a g e

15 I think that this concludes this small section. The bottom line is to make sure you know where the physics should be connected to via joints. Just test it out and experiment. 7 - Resizing/Move/Rotate Physics. Another thing to add is that you can also move physics, resize them to an extent and rotate them into place. In order to resize, move and rotate physics you can use the following. The Control Window [C], or the options within the Physics tab [PH]. Resizing Physics For example with a new physic this is what it looks like when you change the Si/Pos settings to 2. It becomes a square. You can also make it larger by using the Control Window [C] s box at the end at the top; which will resize the entire physic like it does with model parts e.g. hair, clothes ect. You can ONLY use that button to enlarge physics if you use the Control Window, if you want to change the shape you HAVE to use the Si/Pos settings in the PH tab; else it won t work. 15 P a g e

16 Rotating Physics Like with resizing physics, you can rotate them in the same way, except that it is easier to do so with the Control Window [C] rather than using the Si/Pos section. You can also click the physic to bring up the Arrow Control thing (shown below) which is actually easier to use. All the options on the Control Window [C] work with Rotation. It is important to note that SOME of the controls may change when you rotate a physic. For example the resizing options may change slightly because the physic has been rotated. You ll see what I mean when you try it out, as it is hard to make an example for every different change. Moving Physics You can just move physics in the same way that you do with model parts with either the Control Window [C] or the Arrow Control (pictured previously). Just make sure that the joints are moved with it else you ll probably end up with weird results. I think that this is all I can say for this section, as there isn t much more to add on the subject. As I stated before, it is probably best to just experiment with different sizes of physics and the physics settings. It might also be an idea to have a look and see how other model s physics are such as Animasa Miku s Hair Physics. 16 P a g e

17 8 - Static Vs. Physic A few days ago when I was adding physics, bones, joints and rigging to the hair piece pictured below, I suddenly realised that I had forgotten one important thing that I forgot to tell you; when to use Static Physics and when not to use them - or rather when not to use the physics automatically given to you when you first make them with the Edit > Bone (B) > Create Phys Found command. When you use a Static Head Bone. (Greenish) When you use a Physical Head Bone. (Orange) But what are Static Physics? And how are they different from physical physics? The Two pictures above show you what to avoid, but why do you avoid them? This section attempts to explain Static and Physical joints along with showing you how to activate them and deactivate them. Static Physics Static physics are physics which do not move, but still give the bones physics in order to repeal certain physics or hold them in place like with hair physics. Examples of such physics can be found in the arms and body of the model. The legs are also static physics, if they appear to look a different colour than the arms and body, this is down to the Group that they are in, but if you look at the outline of the physics and the physics side colours you ll notice that they are remarkably different creatures all together. 17 P a g e

18 For example, if you look at the picture of ETO Haku s body physics pictured below you will notice that they are Static Physics but they have different groups all together. A models static physics shown above. ETO Haku. The type of physic is shown on the Left and its Group is shown on the right. It is also important to note that Static Physics are not affected by the Physical Operation control and are instead used to repeal other physics which also depends on their Group, as metioned previously. We covered groups before, and it is the same sort of Groups that you used when you made your first hair physics and were trying to stop them from conflicting with each other. It is important that you make sure that you know what a phyics group is, else you may run into conflicting problems and/or things like hair physics going through the models body. This is why models repeal their hair when it comes towards their body. Alternativly if the model does not have an upper body physic and they have long hair physics, the hair physics will go through the body. The same also applies if their arms do not repeal the hair physics. You may have also noticed that with many of the 3DCG hair physics that a lot of them seem useless due to the fact that they do not have working physics. In actual fact what you are seeing are static phyics which can be changed to physic physics which will then be affected by Physical Operation in MMD7.39. This means that you do not have to redo the entire models physics, you can just change their properties to being Static or Physical. 18 P a g e

19 These types of physics still need to be connected to a Physical physic via joints in the same manner/order. Just because you changed them from Physical to Static does not change anything about the importance of joints! Physical Physics Physical Physics are physics that will be repelled by Static Physics. Of course we also all know that they also make things like skirts and hair more realistic when a model moves when the Physical Operation option is on in MMD7.39. As covered previously you need joints to hold these physics in place along side the static physics. Without joints the physics will fall to the ground dragging the bones and parts down with them. I think that that s all I can say on Physical joints in this section, due to the fact that the first half focused on their properties, settings and groups more than the Static Physics. It is important to know that you should never make any part of the body unless it s the models boobs, have physical physics because without joints this will happen. Just don t do it. When to use them If you are using Static Physics on hair such as 3DCG, it may be a good idea to make sure that the top hair physics which are connected to the head physic are static physics. Why? 19 P a g e

20 From experience if you do not do this, then the physics will fold in on themseleves. This can probably be solved if you place enough head physics near the hair, but there is always a risk that they will suffer from confliction problems and/or twitching/updraft hair. Small twitching does not matter, although it is slightly annoying. However, as said in several previous sections of this tutorial, it may be best if you experiment with them and see what works and what doesn t. Remember, although this is a tutorial on Physics and Joints, this is how I use them, you do not have to use them in the same way. Only use Physical Physics on parts which you want the Physic Operation to affect and never use them on the body unless its for the models boobs. Changing Physic Types All you need to do to change the type of Physics a Physic is is choose one of the following options above and it ll change the type of physic that it is. That s all there is to it. I believe that there is no real need to explain in detail how to change them, as there isn t much to it. Just experiment with it as I ve said many times before, you will probably find something that works for you without me breathing down your neck. 20 P a g e

21 Just remember if you want a physic to move physically (hair/skirt) it needs to be physical. If you want the hair to not go through the body then make sure that the body s physic is Static and that whatever group the hair physic is not allowed to enter the body physic. So if the Hair Physic s Group is Group 7 then make sure that the Body s Static Physic does not have Group 7 checked in its group section else it is allowing the hair through it. Unfortunatly at this moment in time I cannot remember what the Align Bone does. That is why I am emphazising that you should experiement with your physics. 21 P a g e

22 9- PMX Editor Commands This section is for those who use PMXeditor and are unsure where the commands are for making physics and joints. Once you know where they are, the process should be the same as above; make the physic and joint by selecting the bone, then telling the joint where the physic should be held up and finally what group the physic is apart of. phew- Here they are. They ve been staring you in the face this entire time. The only difference is that its easier to tell the difference between making a static and physical physic. The first option is Create a Static Physic. These are arm physics and so on. Next is Create a Physical Physic, which includes stuff like hair and skirts. However, this time we also have two joint commands. Just to confuse the hell out of you when you try and make joints. I personally think that the first command gives you a normal joint, while the other option probably gives you a special joint of some kind. But I m not sure. I believe that the tabs are more or less in the same order that they were before. So there shouldn t be any problems trying to find a specific tab. You should be able to tell what each tab is by looking at each one seperately; although I have included screenshots of them below. Sorry that I am not much help with PMX, but now that you know where the commands are, you should be fine following this tutorial. You just don t have to worry about choosing whether or not a physic is static or physical anymore because PMX does it for you. 22 P a g e

23 Physics Window I do not think that much has changed in this window. It is mostly the same, its just in Japanese. Joints Window The only real thing that has changed in this window, is that the positioning commands have become larger and now there is something that I ve dubbed Joint Type because it appears to hold different options for joints such as ones for facials and IK bones if I remember correctly. Everything is mostly in the same place as it was before. So there is no need to worry. I hope that this section helps you and hopefully soon I ll be able to increase this section. 23 P a g e

24 # - Conclusion.. That concludes the tutorial on Physics and Joints as I think I have covered everything that I wanted to cover in this tutorial. If you have any questions then please feel free to ask if you are unsure about anything and I will try to help you. This tutorial is avaliable for download on the side under Add to Faves and I will also be including Miku s files for those who want to have a closer look at what I have done. I have even included all the pictures as well. The download for this will be in the description below. I hope that this has helped you to understand physics and joints a little bit more. Also, while I realise that you can do this in MMD7.39, those tutorials do not help me at all when I open MMD, so I made a tutorial explaining the process in PMDeditor instead. I updated this tutorial on the 14 th July 2012 with more information on static physics and physical physics, which I also hope will help you understand some common problems that sometimes occur due to not setting up physics correctly. I also made the layout of the document more appealing and fixed up the contents and some mistakes. Additionally on the 12 th August 2012, I also adjusted this tutorial to include some information regarding the command windows of PMX editor. We hope that in the future we can add more about PMXeditor to this tutorial or make another separate tutorial for PMX. Also, thank you to the people who have currently downloaded this tutorial and have used it. I am happy to know that it has been useful to all of you in some way. Thank you for reading. - yesbutterfly Credits go to 3DCG, ETO, MMDFakewings18, HousekineMinto and Amiamy111, whose parts that I used in this tutorial. And also to Animasa for their default model which is also used for most of this tutorial. Tda s Append Miku model is also shown in this tutorial as well. 24 P a g e

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