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#1 2018-10-18 01:17

How to make a realistic undressing animation

This is a tutorial for the method I used to undress the models in my videos without resorting to a cheap fade out transition.
There might be cleaner, better or even easier ways to achieve that but this was the one that worked for me.

Step 1

Load up your model in PMXE, make sure it is full body and follow this tutorial by Pr0nb0tz to create morphs to hide the clothes you're going to strip off your model later.
An alternative method and one I'd recommend for clothes with physic bones is to create fading sliders, follow this tutorial by Trackdancer to do so.
Another alternative is to simply delete the clothes' materials (keep the bones and bodies!!!) from your character model.

Step 2

Now we're going to create a separate .pmx for each piece of clothing.
Load up your model, save it under a different name (ex: skirt.pmx, shirt.pmx).

Now press F3 or open the Vertex/Masking tool and start masking every material until you find the ones corresponding to the clothes you want, keep the name and number in mind.

On the default PMXE panel, move to the Material tab and delete every single material on your model except the ones for the clothes we're making a model of.

Now on the view tab, display the bodies (click the blue icon at the bottom and the Bdy button like the screenshot below) and delete the ones that don't affect the related piece of clothing. Usually it means keeping the torso, breasts and arms for shirts, the legs, butt and forearms for skirts.
This step isn't 100% required but it will help make the undressing cleaner by avoiding needless collisions.

Repeat the process until every piece of clothing has its own seperate .pmx.

Step 3

This step is entirely optional but it's going to improve the quality of your undressing animation a lot and it's really easy and quick to do.
Basically, we're going to create simple morphs to distort the clothes which will make them a lot easier to strip and more realistic.

Load up one of your newly created .pmx
Move to the default panel, then to the Morph tab, right click the white box to the left then select New > Vertex/UV.

In the new morph window, select all the vertices of your model, and use the little colored boxes of the controller tool to make it wider, give the morph a name and save it.

I suggest making different morphs for width, length, depth and size, you can also create reverse morphs to completely fold the model into an almost flat object for when it will lay on the ground.
Try your new morphs in the Transform view, repeat the process for each model and save your work.

Now it's time for some MMD.

Step 4

Launch MMD, load your character model, use the first morphs/slider we created in Step 1 to make the character model clothes disappear.
Now load each piece of clothing and they should all align perfectly on your character.

Load a motion on your character model, and then that same motion again on each clothe model.
Press Play and watch as all models work together perfectly as if they were all part of the same one.

Now the hardest part begins, we're going to animate the undressing!
The idea is actually really simple, but it will take a lot of frame by frame animation by hand to make it look good.

Move to the part of the motion where the undressing will happen.
Select the piece of clothing you're going to strip down, let's assume it's the skirt.
Select the parent bone, register its current position, move a few frames ahead and drag the bone down to the ground, register.
Move the keyframe around the timeline until you're satisfied with the speed at which the skirt falls to the ground, it should already start looking like the beginning of something and it's been pretty simple so far!

Now the fine-tuning begins.
Start from the first frame of the stripping and play with the parent bone position and your skirt distortion sliders so that they fit exactly around the waist/butt of your character as it falls down to the ground frame after frame. Stop the physics if needed, tweak it however you want, you can also choose to remove the keyframes from the motion if they're bothering you, I usually choose to keep them as they give a more dynamic feel to the clothes.

This is the result.

Once the skirt touches the ground, you can either choose to make it disappear by using the sliders we created in Step 1 or you can keep animating it afterward for more realism.
If you choose to have it stay on the ground, be sure to delete all the motion keyframes so that it doesn't keep dancing all by itself, and disable the physics as well.

Good job, you made your first realistic undressing animation!
To sum it up, start by eyeballing a general trajectory and pace by using only the parent bone and then animate all the frames in between one by one.

Now play around a bit, have fun!

Here are more examples:
Skirt being thrown behind
Only animate what you're going to show
Shirt floating

2018-10-18 07:03

Thank you for uploading this tutorial. I'm not a content creator myself, but am a big fan of this kind of animation choice and enf. Found a new follow c:

2018-10-23 19:43

Okay I'm a little confused about Step 2 in the tutorial
The part where I am confused is this part

Now on the view tab, display the bodies and start removing most of them except the ones that could collide with the piece of clothing, usually it means the torso, breasts and arms for shirts, the legs, butt and forearms for skirts.
This step isn't 100% required but it will help make the undressing cleaner by avoiding needless collisions.

I got everything set correctly in PMX by the graphic but I am a bit confused as I am supposed to get rid ofwhich area?

Also if you want to PM me I can share with you the mode I m working on..

Tucsoncoyote

2018-10-24 07:59

Just get rid of the unnecessary bodies, and only keep the ones related to the piece of clothing, the ones that will interact and collide with it.

We're just doing that to minimize collisions from everywhere as we move the whole model around to strip the clothes.
Watch this example. Imagine if I didn't remove the skirt body from this shirt model, it would collide with her hair as I moved the model upward, but here it doesn't because I removed most of the unnecessary bodies (even the arms could be removed for this one shirt model to be honest).

How important it is really depends on how the model is made.

2018-10-24 05:39

Nice. Thank you.

2018-11-02 14:42

I didn't know a tutorial like this exists!

I've been working at creating stripping motions myself (although I haven't uploaded anything of it, most of it looks still pretty messy as I'm still just a beginner at this) and I had to figure out how to do this all by myself....man, I wish I knew this existed. Would have spared me a lot of time. Coincidentally, I ended up doing pretty much the same things as described in this tutorial, although much less systematically. It's a really nice guide, I hope a lot of people will follow it and create a lot of enjoyable MMDS :)

There's two things I'd like your opinion about. One thing is at step 3, I like keeping the body base for when you create the morphs, it helps figuring out how far you have to increase the width to prevent legs or the butt from clipping through. I like creating very precise morphs that pull down the clothing very close to the body outline and this seems to be the only way to achieve that. The body can be deleted after the morphs are created and checked for glitches.
Although I encounter errors more often than not. I find working with physics the most difficult. When you add morphs like that, do you select and adjust only the Vertices or the physics too? I only tried that a few times, and the model went all over the place. And I can never figure out which physics can be deleted and which can't. One time, the skirt was just falling to the ground as soon as I enabled physics.

The second thing is about having each piece of clothing as a seperate model. So far I find this the best way to do it, but I wonder if there isn't a better way. This way, since I'm not good with physics, I end up having a lot of duplicate physics (or some other things I don't understand) and it caused my programm to be overwhelmed and laggy with 1 model, and what's more, I like to adjust the motion a bit here and there and if you have like 4 seperate models, you have to do the same adjustments four times. I tried to circumvent this by keeping the model and clothes in one .pmx and relying on morphs for the stripping, but then you have to hide the clothing completely once the undressing is finished as it will otherwise keep moving around. It does its job and I think it's less work than keeping seperate .pmx, but it looks less nice in the end.
Another idea would be just creating a new bone that lets you move just the clothing, but I didn't get that to work yet. I've seen models having bones like that, but no idea how that works. When I add a bone and add weight to it, all kinds of wierd glitches happen, like physics just stop working or the body starts clipping through the clothes when upper/lower body bones are being moved. What do you think going from your experience, do you think it's worth pursuing or should I keep using seperate .pmx files and just get better at dealing with physics? Or do you know what I'm doing wrong?

2018-11-03 10:22

If the skirt falls to the ground as soon as you enable the physics, it means that you probably deleted the bones it was rigged to.
I don't really touch the physics at all but I always get rid of the Bodies I don't need on the separate models to reduce the load on MMD and avoid unnecessary collisions. I'm not entirely sure how it functions but it seems to have been working fine for me so far doing it that way.
And you're right about step 3, depending on the size of the skirt, it can be quite a mess with the physic bones when stretched out like that, it can be done so much better with some fine tuning.

2018-11-07 05:38

Can this method be applied to partially pulled down clothes (I.E Keeping the dress on; but exposing the breasts ,etc)

2018-11-09 21:17

Yes.
Though the whole idea of having a separate .pmx for each part is so we can move the clothes around the scenery by moving the parent bone.