Bones and IK - wikid24/ffxiv_mmd_tools_helper GitHub Wiki

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Sections:


Visibility Shortcuts

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Shortcuts to the standard visibility options found on Armature -> Viewport Display panel:

  • Hide/Show bones
  • Hide/Show bone names
  • Show bones in front of all other objects
  • Display bones as:
    • Octahedral
    • Stick
    • Envelope
    • B-Bone
    • Wire
  • Hide/Show armature (shortcut to the MMD Tools hide/show armature button, only displayed if model has been converted to MMD Model format):

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MMD Conversion Dropdown List

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Various steps to add/remove certain bones to MMD Format. NOTE: Bones must be renamed from 'FFXIV' to 'MMD English' format for most of these to work.

Run Steps 1 to 12

Shortcut to running steps 1 to 12 in order

1  -  Remove unused bones (no vertex groups)

Shortcut to flag 'unused' bones and delete 'unused' bones. Removes any bones without any meshes attached. Useful since the standard FFXIV bone struture that is imported includes bones including ones with no meshes attached. Removing them makes the armature cleaner / easier to see in Blender

2  -  Correct MMD Root and Center bones

Adds the MMD 'root' and 'center' bones if they don't already exist on the model, and move the bones to the correct position while at rest pose

3  -  Correct MMD Groove bone

Adds the MMD 'groove' bone if they don't already exist on the model, and move the bones to the correct position while at rest pose

4  -  Correct MMD Waist bone

Moves the 'waist' bone to the correct position while at rest pose

5  -  Correct Waist Cancel L/R bones

Adds the special MMD 'waist_cancel_l' and 'waist_cancel_r' bones to the correct position, and sets the legs as their parent bones. These are modifiers that prevent the rest of the armature moving from the waist down. Useful for some certain MMD Models. Sometimes it's needed for VMD files, some times it is not. If there are issues with these bones, refer to the FAQ question to fix

6  -  Correct MMD 'view cnt' bone

Adds 'view_cnt' bone. Not really needed in Blender, but it's a placeholder bone useful sometimes for animating stuff in Miku Miku Dance, as some properties are keyframed to this bone.

7  -  Correct Shoulder/Arm/Elbow Bone Lengths

Adjusts the standard FFXIV Bone lengths and positions to be closer to a standard MMD model. THIS IS NOT PERFECT, but it definitely helps. I still haven't figured out the exact position in order to get VMD files to animate the arms 100%. If there are issues upon importing a VMD file, refer to this FAQ question.

8  -  Add Eyes Control Bone

Adds the special MMD 'Eyes' controller bone that is used to control 'eye_L' and 'eye_r' at the same time. Applies rotation to both bones

9  -  Add Arm Twist Bones

Adds the special MMD 'arm_twist_1','arm_twist_2','arm_twist_3', 'wrist_twist_1', 'wrist_twist_2', 'wrist_twist_3' twist bones, for additional arm fine-tuneing for animations. Needed for some VMD animation files.

10 -  Add Shoulder Control Bones

Adds the special MMD 'should_C','shoulder_P' bones. Needed for some VMD animation files.

11 -  Add Leg/Foot IK

Adds the standard MMD Leg/Foot IK Bones:

  • leg IK_root_L
  • leg IK_root_R
  • leg IK_L
  • leg IK_R
  • toe IK_L
  • toe IK_R

And also adds the special MMD Control bones (used to move the meshes in certain direction after IK is applied, since once IK is applied, you can no longer directly move the pose bone like you would with a non-IK bone):

  • leg_L_D
  • leg_R_D
  • knee_L_D
  • knee_R_D
  • ankle_L_D
  • ankle_R_D
  • toe_L_EX
  • toe_R_EX
  • knee_2_L_D
  • knee_2_R_D

12 -  Auto-Fix MMD Japanese/English Bone Names

Shortcut to the button with the same name in 'Export MMD Preparation' panel

13 -  Add Hand/Arm IK

Adds some IK to hands/arms, similar to Leg/IK. Unlike Leg/Arm IK, this one is rarely if ever used in a VMD motion file, and is recommended that you don't use it unless it is actually called for.

14 - Add Extra Finger Bones (select finger mesh first)

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Adds a third finger bone (the last bone tip of a finger) to FFXIV models, since they only have 2 finger bones. Script will attempt to automatically weight paint the bones, but it is hit or miss. I'd avoid doing this unless you like weight painting manually. Ensure that the hand mesh is selected first before running this command.

15 - Add Extra Breast Tip Bones

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Will add an extra bone tip to the breasts bones (j_mune_l, j_mune_r) to match some other similar looking MMD Models, though it is not needed in Blender. Only useful if you're planning to export to PMX format and continue rigging using PMX Editor.

16 - Merge Double-Jointed Knee (FFXIV PMX Export Only)

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Since most standard MMD Models don't have these 'double-jointed' knees, this will merge the FFXIV- 'j_asi_c_l' and 'j_asi_b_l'(or Knee_L if you've renamed the bone) bones into one, and attempt merging the weight painting into the newly merged bone. Only useful if you're planning to export to PMX format and continue rigging using PMX Editor, otherwise if you're planning on staying in Blender, stick with the double-jointed knee to avoid extra headache.

EXPERIMENTAL - Adjust Arm Position for FFXIV Models

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In the case of issues with the arms not moving properly or going through the body/face using VMD animation files, this attempts to adjust the should/arm/elbow bone postitions further to align with a stanard MMD Model. Sometimes it works and solves all the related arm motion problems, sometimes it doesn't. I can't seem to find a proper solution that will 100% work 100% of the time :S

Convert FFXIV Boobs to Genshin Boobs

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Leverages the bone structure for boobs found on Genshin Impact models and applies the same 'style' to FFXIV boobs:

  • j_mune_l/r renamed to j_mune_l/r_mid
  • mid bone is rotated 90 degrees and pointed downwards towards
  • new j_mune_l/r_top (parent bone to j_mune_l/r_mid)
  • new j_mune_l/r_bot
  • new j_mune_core (parent bone to the _top and _bot bones)

When combined with converting this to an MMD Model and applying Rigid Bodies from FFXIV Template + Joints from FFXIV Template, give the boobs a better looking bounce effect using MMD physics.

https://github.com/wikid24/ffxiv_mmd_tools_helper/assets/19479648/f2aa4972-e705-4df5-858f-28f2be539918


Find & Replace

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Search Mode

When attempting to use 'Find' or 'Replace' buttons, can specify if you want to search by:

  • Blender Bone Name
  • MMD Japanese Bone Name
  • MMD English Bone Name

Find

Will search for any bone of the selected armature (in edit mode or pose mode) containing the search text provided

Replace

Combined with the find textbox, will rename any found bones to the new name provided

Selected only checkbox

Will limit the 'replace' to only selected bones


Bone Groups

Auto Generate

Will add the armature's bones to the Blender's Armature -> Bone Groups panel, according to the metadata bone group dictionary. If bone name is found matched in the 'mmd_english', 'mmd_japanese', 'mmd_japaneseLR', 'blender_rigify', or 'ffxiv' columns, will add the bone to the bone group specified in the 'blender_bone_group' column

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