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Releases: wikid24/ffxiv_mmd_tools_helper

0.837

03 Mar 20:01
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  • Flipped the Z and X axis on the experimental bust slider (apparently the 3ds Max and Blender do not use the same axis lettering based on the values I got from the TT reference chart). Should make bust slider not look so weird with breasts that could poke someone's eye out.

0.836

03 Mar 19:11
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  • Made the generate skirt settings persistent so that if press 'OK' it doesn't change whatever you've already input
  • Made skirt mesh see-through, because it was annoying (set alpha to 10%)
  • Renamed 'FFXIV Junk' to 'FFXIV Empty Groups' (I now realize they might actually have some value once you start getting into clothing shape keys)
  • No change: implemented new library for work/research on getting additional physics shapes other than a conical skirt-- (flat isosceles trapezoid shape for capes)
  • Added an experimental bust(read: breast) slider that aligns with in-game slider to Miscellaneous Tools panel. 0 to 100 mostly work fine (by default on FBX import all chars are set to 50), but then after 100 it starts getting weird.

0.835

28 Feb 02:58
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  • Added experimental feature to adjust FFXIV shoulder/arm/elbow bone length to the Bone MMD Conversion dropdown menu (to prevent clipping on animations that are close to the body/head). It's not exactly a universal solution right now, but it is better with it used than without it.

0.834

26 Feb 07:44
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  • Implemented 'flag bones as _ unused _' and 'delete _ unused _ bones' to the Misc Tools menu.

It checks if the bone has any meshes, is used for IK/rigid bodies/vertex groups, has any constarints,or is flagged on a bone dictionary as a 'special MMD bone'. Otherwise, it is marked a 'unused'

Now you can delete all those extra Viera or the Miqote ear bones that show up on every model! Or any other useless bones that shows up on import, like unused skirt bones :)

  • UI Cleanup for the Joints Panel
  • Bug fixes and error handling

0.833

25 Feb 21:10
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  • Added 'Auto Generate Skirt Rigid Bodies' & 'Auto Generate Skirt Joints'
  • Added buttons for create joints and create rigid bodies to their respective menus (just shortcuts from MMD Tools)
  • changed 'Bulk edit All Bone Chains' to use absolute values for mass/restitution/linear damping/angular damping, while location/rotation/size will continue to use relative values (it just makes more sense in a conversion workflow)
  • Changed the behaviour of a lot of buttons to go back to object mode most of the time (it gets annoying to switch back & forth so much)

0.832

25 Feb 02:19
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  • added 'create joints' and 'create rigid bodies' shortcuts to their respective menus in this plugin. Less switching back & forth between MMD Tools and this one.
  • changed 'update All Bone Chains' to use absolute values for mass/restitution/linear damping/angular damping instead of delta. Makes more sense when you're trying to edit multiple values at once.
  • fully implemented all the parameters for 'create vertical joints' and 'create horizontal joints'. Menu still needs cleaning up though.

0.831

24 Feb 06:36
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  • Pressing the 'Down' button in the rigid bodies section now selects down from ALL the selected, not just from the active rigid body
  • Fixed the 'Up' button as well
  • Performance improvements on the select Up/Down/All rigid body bone chains
  • Converted the 'Create Vertical Joints' code to match the underlying 'Create Horizontal Joints' code (instead of leveraging the batch create code in MMD Tools, mine's safer for batch creation AND it cleans up duplicates & orphans)
  • 'Bulk Apply' in Rigid Bodies panel change - Checkmark is not needed to edit just the single the active rigid body
  • So many bugfixes on 'Bulk Apply' for Rigid Bodies
  • Updated the 'Create Base Rigid Bodies' defaults... No more skirt/butt clipping for my female Hyur character.
  • Added a 'hide/show mesh' button on the Rigid Body panel (I was getting tired of switching back/forth between MMD Tools and mine for this button)

0.830

23 Feb 06:44
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Implemented 'bulk add horizontal joints' but it's not exactly user friendly right now.

Even though it says 'bulk add horizontal joints', the way I went about creating a solution is actually more universal. It looks for common number groupings in a rigid body's name and then user selects which 'grouping' in a name means that they belong in a chain to be joined together. It's actually quite an ingenious solution if I do say so myself.

Will be focused on cleaning up the UI, making things more understandable regarding everything joint-related in the coming days.

0.829

22 Feb 06:46
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  • Implemented 'Bulk add vertical joints'. Now you can add a bunch of vertical joints by just selecting ALL the rigid bodies on a skirt and pressing 'Create'. It is based on the concept of 'rigid body bone chains'. It will group the rigid bodies into 'chains' based on the rigid's bone's parent/child relationship (and if the bones are physically connected), and will send the chains in batches to MMD Tools to create each chain separately.

  • When creating vertical joints and pinning them to another rigid body (such as a the highest skirt rigids to the lower body rigid), added a way to do that.

  • A metric crap ton of bug fixes for rigid body transform & joint creation.

  • HUGE UI Rework on some panels (it was looking way too messy). Still more UI redesign required, but it is now objectively 1000% better.

Some of the key UI change notes:

  • Import FFXIV Model Panel:
    • Added 'Model Convert' from MMD Tools panel to my panel (less back & forth between my plugin and MMD Tools panels)
    • Moved 'Create Base Rigid Bodies' to this panel (not sure if it is its final location)
    • Moved 'Create Base Joints' to this panel (not sure if it is its final location)
  • Bones Panel:
    • Added Hide/Show bones,hide/show bone names, change bone shape, bone in front/behind
  • Rigid Body Panel:
    • Added hide/show rigid bodies, hide/show rigid body name
    • Added active rigid body name/connected bone name
    • Clicking on the bone name will take you directly to edit mode to edit the bone (no more having to search for it!)
  • Joints Panel:
    • Spun the Joints panel into its own panel ('Rigid Bodies and Joints' panel got too big overall)
    • Added hide/show joints, hide/show joint name
    • Added active rigid body name/connected rigid body 1 name/connected rigid body 2 name
    • Clicking on the rigid body name will mark it as selected (no more having to search for the rigid bodies!)

0.828

21 Feb 02:07
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So many bug fixes when Physics mode is enabled in MMD Tools.

I didn't realize that when physics mode is enabled, it moves the location of all the rigid bodies from the 'rigidbodies' object the root object ('New MMD Model'), and it also disconnects all the bones from each other (something I use heavily in the code to detect/select rigid body bone chains).

Fixed all the controls to handle when these changes occur now. As a small side effect, bone chain transform is now slower than before, and I had to disable 'reset location/rotation to bone' when physics mode is on. On the plus side, it's not broken when physics mode is on. Will look at performance updates later.