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Miscellaneous Tools
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Rotates an object's axis by (you guessed it) 90 degrees, and then does a 'Apply All Transformations' so that this becomes the new XYZ 0,0,0
Attempted to merge two bones into one one, as well as attempts to merge the weight painting from the two bones together, but the weight painting might not be perfect and will probably still need to be fixed for any/all bones that used to leverage it.
Scans the armature for any bones that are not used by any meshes, and adds a prefix of 'unused_' to them. Please note: any bones that are identified as 'is_special' bones on the metadata bone dictionary are excluded from this
Combined the the setting above, it does exactly that.
Scans the armature for any rigid bodies that exist but it cannot find it's associated bone. This will delete these rigid bodies. Used for making sure MMD Tools doesn't crash or act weird when physics is turned on. Sometimes you delete a bone, and this happens.
Scans the armature for any joints that exist but it cannot find either of the two rigid bodies that it is supposed to be attached to. This will delete these joints. Used for making sure MMD Tools doesn't crash or act weird when physics is turned on. Sometimes you delete a rigid body, and this happens. I delete rigid bodies a lot, and this has been extremely useful to me.
Resets the bone's position to the original edit bone position that was captured upon .fbx Import in the local space
Adjusts the boobie size of pose bones 'j_mune_l' and 'j_mune_r', and adds a keyframe to frame 0 so that it (hopefully) stays that size when you import a VMD motion file. I don't know why sometimes it works, and sometimes it doesn't... If anyone wants to do some boobie research and let me know what's up, I'll try to fix it.
The scale slider should match the same settings as the FFXIV game (reference data link).
Here's the boobie math:
- scale_x = 0.92 + (bust_scale_number * 0.16)
- scale_y = 0.816 + (bust_scale_number * 0.368)
- scale_z = 0.8 + (bust_scale_number * 0.4)
Allows you to add a pre-rigged Rigify Meta-Rig to your FFXIV Model. To use, you must have the Rigify Addon installed (it's in the Blender Addon Menu but it's disabled by default. These features currently in 'research' phase, so don't expect everything to work properly.
Shortcut to adding a "Human (Meta-Rig)" from the standard menu
Will adjust the Meta-Rig's bone structure to match that of your MMD Model. Leverages the metadata dictionary to match any MMD English, MMD Japanese, MMD Japanese.LR or FFXIV bone against it's corresponding Rigify Meta-Rig bone name. Only the body has been mapped, the face will take a lot longer to figure out.
Shortcut to pressing the 'Generate Rig' button in Rigify Addon.
Note: To make everything work 'properly', I will probably need to enable/disable a bunch of stuff in the 'Advanced' section of Rigify, but again for now it's on the backburner.
If you have the MekTools Addon installed, will automatically add the MekTools rig to your selected FFXIV Model.
Tool automatically detects your character's race, tribe and gender so all you gotta do is press the button and it will automatically add the rig, as well as apply the 'armatuer deform' modifier to the MekTools rig for ALL your meshes. That's one less step for you and a lot of less rigging work
Selects the source armature from which to find & compare a source bone
Selects the target armature from which to select a target bone
Swaps the source armature & target armature. Upon pressing it, if there is a matching source armature bone from whatever is filled out on the bone textbox, it will auto-fill the 'Bone' field with the source armature's bone. Leverages the metadata dictionary to match any MMD English, MMD Japanese, MMD Japanese.LR, FFXIV, or Rigify Meta-Rig bone.
Sets the currently selected active bone in the viewport as your target bone.
Applies a 'Copy Rotation' modifier from the source bone (if there indeed is a match) to the selected target bone in the textbox.
Applies a 'Copy Rotation' modifier to the following MMD English-equivalent bones on the target armature:
- arm_L/R
- elbow_L/R
- wrist_L/R
- thumb1_L/R
- thumb2_L/R
- fore1_L/R
- fore2_L/R
- fore3_L/R
- middle1_L/R
- middle2_L/R
- middle3_L/R
- third1_L/R
- third2_L/R
- third3_L/R
- little1_L/R
- little2_L/R
- little3_L/R
Used to compare the target bone's scale against the source bone (if there indeed is a match). Useful when importing a VMD animation file and applying it to your FFXIV Model that has been converted to MMD. How to use:
- Using MMD Tools, import a MMD Model that works well with the VMD Animation file with a scale of 1.0:
Upon import, the MMD Model will look like a giant. This is FINE. All we want from the MMD Model is to know the scale difference from one of it's bones to one of the FFXIV model's bones.
- Using this addon, select the source armature (MMD Model), target armature (FFXIV Model), and target armature's bone ('neck' bone is usually a good one to use):
In the above picture, 'Z' scale is 0.042. Now we have a good scale that can be used for VMD animation. You can test it's a good scale if you take the MMD model and apply 0.042 to the X,Y, and Z scale to the MMD Armature.
We're done with the MMD Model, we just needed it for the scale number, you can delete it now if you'd like.
- Using MMD Tools, import a VMD Motion file to your FFXIV Model. Use 0.042 for scale.
All done. When you import the VMD Motion file, you should find that the animation now better closely aligns with your FFXIV Model file.
UNDER CONSTRUCTION
Reads a VMD File and outputs the results to the Blender Console Window
Reads a VMD File, compares it against the currently selected armature and outputs the results to the Blender Console Window