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最終投稿
2018-03-01 03:52

Not sure if this function exists or not, but is there a way in pmxeditor to select a single left-side bone/weight/joint/etc, make a modification, and then have it automatically apply a similar change to the corresponding right-side version, or vice versa? Depending on the selection and the change, the value might be sign-reversed, but the magnitude of the value would be the same.

Extending this concept, items like skirts often have many similarly named bones, joints and weights, typically grouped into sets by height - is it possible to pick one, make a change, and then have that change be spread to all others in the same group?

2018-03-03 21:20

@vgadict I think almost all the mirroring features are there. I have not really played with it. As for the propagating changes - that would be kind of a doozie in terms of literal intentions. The easiest thing to do is to multi select the things you want to change and change the value that you want them to have. The change is only applied to the value that was manipulated and no other values in the selection.

Go to first thing in logical chain in the selection window - left click. Go to last thing in chain - hold shift and left click. It should select first thing to last thing. Change only the value you want. They all will have changed ONLY that manipulated value.

2018-03-04 04:53

@vgadict i tried to mirror the weight and bone within the PMXE
for the bone it worked, but you must take attention with the parent that connect to the main bone
sometime they give the same parent bone and you need to manually edit 'em

for weight, you can mirror it too
the function almost like the mirror (topology) at blender

-go to edit>weight>select half of model>choose right or left
-then after you see the highlighted part > choose mirror vertex

(NB : make sure you dont have the duplicated name bone which make the weight assigned to the same bone)

2018-03-05 12:36

I know Japanese so I can proof read this for you. For example in this thread, post #7, lines 9-12: The right and left side momiage are currently translated differently. http://jisho.org/search/momiage

(Also in post #7, line 5: Upper body 2; Line 17: Head 先).

2018-03-10 08:35

If it's okay to add ideas, I'd also like to add two things that I miss in PMX editor:
1.) It's not good that you cannot zoom in infinitely - You cannot edit small objects properly because the mesh hides when you zoom in too much (even in precision mode):
At first it looks like this:
and when you try to zoom in more...

... the mesh is hidden.

2. When you currently select a bone in transform view you also select the bone in PMX-View -> this feature is currently missing when selecting vertices.

This feature would
a) save alot of time when weighting/rigging vertices because you can directly select the "misbehaving" vertex in t-view and directly fix the weight in the PMX view.
b) also make it possible to use a morph in t-view, then select the vertices and edit them in pmx-view (which sometimes is helpful in case meshes overlap and can't be selected properly in the "standard position".)

I appreciate your dedication. Thank you for your hard work.

2018-03-10 18:59

Ley Line,

If you need to zoom in more in the Viewer click on View > Config > Tab 2 > and reduce the view angle.

2018-03-10 20:26

Kudos for pronbotz :3

2018-03-12 00:17

Omg! The time and frustrations knowing this sooner would of saved! Thanks Pornbotz.

2018-03-12 00:21

LOL.. you're welcome.

2018-03-12 08:41

most folk use only like 30% of pmx editors features...
pron do you happen to know what every option and tool does?

2018-03-12 17:25

There are a lot of features in PMXEditor that I am not familiar with.

2018-03-13 02:54

@Ley Line Walker, you do not even have to mess with the view angle. Just put the viewer in orthographic view. Perspective view always has a min/max - it is the nature of the calculation - and setting the view angle will only make that distance a bit smaller. Orthographic view is a uniform view space that has no real concpetion of depth perception - so there is no need to 'near clip' close objects.

It is the last element on the bottom quick bar. Here is a translated version for a bit better understanding of the bottom bar.

Remember, when working on small edits - use ctr+2 to center the camera on the selected groups of vertices. ctr+1 will recenter the camera on the middle of the entire view space, and ctrl+3 will center it on any selected objects such as bones, rigid bodies, and joints.

There are also some nice vertex masking hotkeys that make only certain vertices select-able. This is nice when working with a group of vertices that are in front of a bunch of others and you do not want to accidentally select them.

Ctrl+I will unmask any hidden vertices - a show all.
Ctrl+K will narrow the mask to ONLY your selected vertices - hide everything BUT your selected.
Ctrl+H will mask, or hide, the selected vertices.

There is also a selection guide - which is REALLY helpful. I would suggest getting familiar with it. You can save different groups of vertices and objects and switch between the selections.

Lastly, I can definitely take a look at adding a vertex selection persistence between the view and transform forms.

2018-03-15 21:01

Okay~ at first: Thanks alot for that hint with the selection guide - I've never used that one but it's quite self-explaining^-^ This will be very helpful, thank you!

Are those hotkeys from your own version? They don't work for me in my versions. Do I have to enable anything to make them work or install a plugin maybe?

2018-03-16 04:02

Is there an option in PMXeditor to save camera/view position between relaunches of the ap? For example, I find a good camera angle to use for an edit, do some work, save and close the ap, but later I realize want to do more edits using that same camera angle.

2018-03-17 03:54

@Ley Line Walker - the hotkeys should work in the old as well as the new versions.
@vgadict - i do not beleive the camera saves.

2018-03-20 23:48

@Amani77
is it possible to fix the font problem in high resolution?
in high resolution and large font size, the whole PMXE will just become unusable and author have said he will not fix the bug.

will you become our savior ? :3

2018-03-21 00:59

what resolutions - what problem. Are u talking about dpi scaling? I need more info.

2018-03-21 01:17

yeah dpi scaling

this is my PMX right now
resolutions is 3840x2160
font size 150%
I will need to change it back to 1920*1080 and font size100% , than restart my computer to get it back to normal,
which is annoying orz

2018-03-21 02:23

why not high resolution, font size 100%? Dpi scaling is a bitch. Side note, you can just log out and back into windows rather than a full restart.

Edit: Eh, maybe i can think of an elegant solution... Maybe...

2018-03-24 04:50

It would be awesome to use this when ever I can. I’m kind of new to editing models and still learning a lot about it but even I can see some very convenient uses of your additional features. Also, I wish I knew about that Orthographic view button a couple days ago before finishing my last eat project. Will definitely use it next time.

2018-05-05 16:19

Apologies if this feature already exists . . .
In the example above where rows of vertices are being moved about a shifting center point before scaling, is there a way to taper ( for lack of a better word ) the strength of the scaling action along the axis perpendicular to the axis to which the scaling is applied? This would create an hourglass shape from a regular tube, for example; i.e., | | -> ) (

2018-05-06 03:00

@43hhibt, unfortunately there is no such feature right now. I had already looked into that at one point for my own personal usage.

The closest I got to making a 'hourglass' figure is to use the scale several times or use the 'Pull Move | A | B' feature.

You can also do this manually with the scale - which is easier but does not produce as 'smooth' results. You have to really be paying attention to your change in angle for each ring. Select the whole cylinder - scale the whole thing to the largest ring, usually the upper most and lower most. Deselect those rings with ctrl and box drag. Scale to the next largest ring and rinse repeat, working your way towards the center ring at the center of the bow. To help make a natural looking bow, use a reference image. Make a primitive rectangle as a new material and set the texture as the reference image. Position that behind what you are manipulating.

Using the pull feature, I had selected the left half of the geometry, brought it away from the right half. I then selected a point on the left most of the left part of the geometry and used the 'box' scale to bow the geometry to the right. I did the same to the right geometrey, positioning the pull move to the right of the geometry and moving it to the left. I then straightened the 'inner' part of the hourglass and brought both halfs back together. The pull feature is very difficult to predict making it a pretty poor candidate for arches - however it is very good at making breasts...

I do plan on making a 'radial scale' function.

If you would like I could show you an example video of modeling a sand hourglass.

2018-05-06 15:32

cant wait for a download

2018-05-08 00:47

Agree

2018-07-30 22:19

How do we know how old posts are on this site? There are no times/dates I can see anywhere to see this. I don't know if this thread is 1 day or 1 year old?!

2018-07-30 23:17

Actually there is a time and date above every comment, but the text is so light you cannot see it. If you highlight that area you can read it. I assume that glitch will get fixed at some point.

2018-08-11 12:54

Me too,cant wait to download !! IT's very good job !

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