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MMD Tutorial: Outside Parent Function by Trackdancer MMD Tutorial: Outside Parent Function by Trackdancer
An explanation of a new feature introduced with MMD 9.10 that allows two or more articulated models to be linked.

A more comprehensive tutorial on how to use the OP function in an animation can be found here: learnmmd.com/http:/learnmmd.co…
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:iconzeroz52:
zeroz52 Featured By Owner Nov 30, 2018
For whatever reason I can do all of this and properly save the motion, but when I load it up none of the information in the OP got saved.  Keep in mind the OP frame got saved, but none of the paired bones got recorded.

What am I missing or does this only work if you save it in a PMM?  I've even tried putting the object in the same PMX file as a morph and again works fine in the motion, but when I save and reload (the OP nodes did get saved) but none of the OP bones are paired.

Any help?
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:icontrackdancer:
Trackdancer Featured By Owner Dec 3, 2018
Did you OP Register the changes?

Check on the Frames Display GUI to confirm that your changes are indeed recorded.
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:iconzeroz52:
zeroz52 Featured By Owner Dec 5, 2018
I believe I did OP register.  I clicked that button and in the frames display it logged the frame as it would for any other bone and the animation works just fine when I play it.  The only issue is it doesn't when I save/reload.  In fact the weirdest thing is when I load the save, the OP is registered on the frames display... just there isn't any information there, looks just like it does when you click OP for the first time.

I'm entirely self taught (which I think we all are) so I'm wondering if its a simple setting I didn't select or a button I didn't click.  For saving it you just set up the OP and click OP Register, then when saving you just include that in with the select all bone, facial, display/IK/OP and save and you're good right?  Anything I'm missing or anyone have a simple motion I can DL which has an OP in it that I can check?
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:iconmidnightink-chan:
MidnightInk-Chan Featured By Owner Edited Dec 25, 2018  New Deviant
Hi yeah I'm having the same issue and I've looked at process again and again but the accessory just goes to the floor it doesn't go to where I want it have any tips? To clarify: When I save it and reload it it goes to the floor and It's driving a tad bit insane.
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:iconmidnightink-chan:
MidnightInk-Chan Featured By Owner Jan 1, 2019  New Deviant
Okay, thank you very much.
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:iconikran:
Ikran Featured By Owner Aug 10, 2017
Thanks Trackdancer. But when I change frames to grab or release object, the object just appears in another place (it still moves along the selected bone) is anyone else having this problem?
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:icontrackdancer:
Trackdancer Featured By Owner Aug 12, 2017
You need to release the object and register its position at the point of release or you will get the symptoms described.
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:iconcartoondude135:
Cartoondude135 Featured By Owner Jan 27, 2016
Where can I DL that tommy gun in this tutorial pic? That's exactly what I'm looking for!
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:iconholy-ra:
Holy-Ra Featured By Owner Oct 3, 2015  Hobbyist General Artist
can you give me a quick explanation cause when i zoom in, it goes all blury
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:iconnintendraw:
Nintendraw Featured By Owner Apr 28, 2015  Hobbyist Digital Artist
Awright, now I can make sweet Fire Emblem dracoknight pics like this one! Thank you! 8D fav.me/d8rdgcg
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:icontrackdancer:
Trackdancer Featured By Owner Apr 28, 2015
YW :)
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:iconepicjonny155:
epicjonny155 Featured By Owner Mar 11, 2015
Yees
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:iconbulldoozer88:
bulldoozer88 Featured By Owner Nov 11, 2014  Hobbyist General Artist
Hello, just checked your tutorial :S i want to attach one model's hand to another's hip, (i wanna do that with 5 models so they kinda make a barrier :P more or less like this 24.media.tumblr.com/tumblr_m51…

but when i attach the "hip" bone to the other char's hand bone it just does not work... what could i have done wrong? :S
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:icontrackdancer:
Trackdancer Featured By Owner Nov 14, 2014
Your link's no good, but in general, you need to be careful when attaching humanoid models to other humanoid models. The function is really designed to be used for animated models to hold or be attached to inanimate objects:

Example:

Driver to a car
Singer holding microphone

But still it's just a function so I don't see why you're having problems getting one model's hand bone associated to another model's hip bones. It's possible that you've misread the interface options and have tried to create a recursive link but lacking more information I can't really tell you what the issue you're having is.
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:iconvaleriaonepiece:
ValeriaOnePiece Featured By Owner Jul 19, 2014  Student General Artist
One question: Can I attach a stand microphone to Miku's hand and attach the microphone to the axis?
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:icontrackdancer:
Trackdancer Featured By Owner Jul 20, 2014
If they (all 3) are separate models. But if the mic/stand model allows it I believe you can. Have to try it myself to see if it works, but the standard solution is that Miku, the stand and the microphone are 3 independent entities.
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:iconsky-commander:
sky-commander Featured By Owner Jun 19, 2014  Hobbyist Digital Artist
actually this is just what i was looking for, so ignore my other comment! XD sorry.
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:icontrackdancer:
Trackdancer Featured By Owner Jun 20, 2014
Read but 'ignored' per your instructions. ;)
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:iconsky-commander:
sky-commander Featured By Owner Jun 20, 2014  Hobbyist Digital Artist
thanks! XD
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:icontao63:
tao63 Featured By Owner May 20, 2014
In other words, I can attach Kaito to Miku's arm? Boy I always wanted to use a Kaito as a weapon

Anyways this is neat! I'm always intimidated by the newer interface since I've been using 7.39 for two years so I'm so attached to it and the newer versions didn't seem to have any new useful functions for animations so I didn't really bother...Until this one!
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:icontrackdancer:
Trackdancer Featured By Owner May 20, 2014
You should consider upgrading to 9.10; especially since you do a lot of motion development work. It has some really nice new tools to aid in that endeavor, this being one of them. It also renders better than the older versions, but that observation is subjective. From my viewpoint, I feel that 9.10 is far superior than 7.39 in many ways. So much so that I no longer keep previous versions on my PC.

Yes you can use this feature to attach Kaito to Miku. A more serious application would be for a mother carrying a child for example. Or A mother pushing a stroller with an infant in it and all three being separate models (which has its advantages).
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:icontao63:
tao63 Featured By Owner May 21, 2014
Oh well I guess I'm going to miss the old simplistic design. I just need to get used to it

If only this existed (or found out about this earlier) I didn't need to struggle with this animation tao63.deviantart.com/art/Neko-… and made more complex movements. Either way this is really a huge step on MMD animations and I can think a lot of crazy things just with this function alone
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:icontrackdancer:
Trackdancer Featured By Owner May 21, 2014
Yep, I remember that really nice duo animation and you're correct. With this new feature you just make the chibi Miku model the child of the Miku model and basically you're done. No need for the tons of fine adjustments every time the models move.
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:iconbloodykylie:
BloodyKylie Featured By Owner May 18, 2014
Oh, I made a similar tutorial somewhen earlier:)
fav.me/d7ghrvx
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:icontrackdancer:
Trackdancer Featured By Owner May 19, 2014
That you did. :)
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:iconblakejx:
BlakeJX Featured By Owner May 18, 2014  Hobbyist General Artist
I actually saw your tutorial and tried out the function before seeing Trackdancer's tutorial XD
I unpacked MMD 9.10 after seeing your tutorial on the the new function, thanks :D
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:iconlarkal:
larkal Featured By Owner May 17, 2014
Now I can use all of the sword models with facials I've made/downloaded more easily, now if they could create a more compatible MME it would be great. What's the difference between the regular Appearance and Adult Appearance Mikus? Other than that rather terrifying facial expression...
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:iconblakejx:
BlakeJX Featured By Owner May 18, 2014  Hobbyist General Artist
A more compatible MME, what do you mean?
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:icontrackdancer:
Trackdancer Featured By Owner May 17, 2014
Adult Appearance is taller and has a more developed physique. Also the eyes aren't as large which makes her look more mature and less child like. Also the bone structure is a little more complex than that found on the original. It's a nice model, terrifying facial expression aside. :)
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:iconblakejx:
BlakeJX Featured By Owner May 16, 2014  Hobbyist General Artist
This feature simplifies attaching models to OPs without having to use PMDe and save a new model, now they need to add in the arm bones like in MMM XD
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:icontrackdancer:
Trackdancer Featured By Owner May 17, 2014
I'm not too sure that an IK bone structure for the arms is such a great thing.
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:iconblakejx:
BlakeJX Featured By Owner May 17, 2014  Hobbyist General Artist
As it is in MMD, it's not as I have tried it, however in the case of MMM, it isn't a fixed IK bone, the wrist bone acts both as an IK bone and a rotation bone which can be both be used simultaneously and not affect each other as it is only one bone unlike the MMD counterpart which has 2
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:icontrackdancer:
Trackdancer Featured By Owner May 18, 2014
I don't much care for IK bone structures for the arms. I don't think they help any. But that's just my opinion.
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:iconxxsoulsealerxx:
xxSoulsealerxx Featured By Owner May 16, 2014
Oooo, they finally have this kind of function in MMD too? That a great news! =D
Now, that would allow even more complicated animating to be able to be achieved. XD

By the looks of it, it seems a simplified version of MMM IK bone attachment ones?
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:icontrackdancer:
Trackdancer Featured By Owner May 17, 2014
Can't really comment on MMM, been yonks since I've touched it. But in itself, this feature is a big boon for MMD users.
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:iconxxsoulsealerxx:
xxSoulsealerxx Featured By Owner May 17, 2014
Ah, I see and yes of course. It should be even easier to animate a PMX object that have complex functions added to it now along with the desire model.

In normal cases, you will need to switch between X. assessory and PMX on times when you wanted to show changes to that item like removing the clip from a gun or you will need to combine them in PMDe to get the whole fuction. Though both can cause some problem in their own way. 

With this new function, I don't need to go through all the way there now. XD
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:iconpokemew12:
pokemew12 Featured By Owner May 15, 2014  Hobbyist Digital Artist
Very helpful tutorials as usual! Great job~
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:icontrackdancer:
Trackdancer Featured By Owner May 15, 2014
Thank you to the person whose icon features my favorite pokemon. :)
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:iconpokemew12:
pokemew12 Featured By Owner May 15, 2014  Hobbyist Digital Artist
You're welcome~

But yes I love it as well, its is by far the most adorable one ever <3 and its noises in the first movie! It makes me cry just thinking about it's cuteness ;w;
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:iconsuperdragonmasters:
SuperDragonMasters Featured By Owner May 15, 2014  Hobbyist General Artist
Wow! :omg:
Because of this new feature,  it will make animation a lot easier for me. :D
Thanks!
I faved this and save it for later when I start doing animation projects again.
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:icontrackdancer:
Trackdancer Featured By Owner May 15, 2014
Yeah, this function is a real timesaver.
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:iconsuperdragonmasters:
SuperDragonMasters Featured By Owner May 15, 2014  Hobbyist General Artist
Same as the Physics Diagnostic tutorial.
Another helpful guide there. :)
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:icontrackdancer:
Trackdancer Featured By Owner May 15, 2014
Yep, the new physics are really cool. Doubt many people will use them, but for those who comprehend what they really imply, they can be extremely useful.
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:iconsuperdragonmasters:
SuperDragonMasters Featured By Owner May 15, 2014  Hobbyist General Artist
Yeah very useful.
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