>>2765558>strangeness with the rotation orientationsI assume you mean local axes? The mmd_tools tool for generating local axes produces different output from the ">" tool in pmxeditor, effectively flipping the X and Z axes. I can just manually flip the components after using the tool in my script and it should be the same then, sure.
>>2765628>>2765629>>2765631Thank you for inspecting it. Will fix all of that. I'll need to write a morph sorter then. No way to auto-sort between categories within blender though, but I can do that manually after export if it's just a few morphs I guess.
>some used the 右下 style, as I've only ever utilized YYB modelsHmm, weird, I copied the morph names from YYB Miku. Pic related. Do I have an old version or something?
>I hadn't realized how huge she wasDo you mean relative other models? I can just scale her down. It's just one number to change in the mmd_tools exporter. If you mean scaling the head though, that would be a pain, but still doable I guess.
>for distribution purposes you may want to include important information about the model and its authorIs it even good enough to distribute? I don't really know where to share it either. Bowlroll? Is that site gaijin-friendly for actually posting "content"?
>If that (the 1.02 version, that is) can be applied to standard arm IK chainsIsn't the 1.02 arm rig is worse than 1.03 because it's not off by default? 1.03 does everything 1.02 does, the only difference is that you need to toggle it on, not off, initially.
>>2765653>mesh decided to divide into two new rowsIt's simply how you de/increase the number of loops while still maintaining all quad topo in subsurf modeling. But I can just use triangles if it bothers you and it'll be straight, sure.
>diamond nipplesI'll just cap off the center with a big pole then, ok.
Thanks for the feedback.
I also screwed up 2 morphs (camera eyes and vertical eyes) due to carelessness. Will fix it too.