>>2747322If you want them jiggle physics, apply the dynamic bone component manually to the last or second to last part of the bone
Example provided
A - Add the Dynamic Bone component, the default settings work fine
B - Apply the second to last, or the last, or the only option of the armature bit as seen with this example, to the root field.
If you want to be better than me, the Dynamic Bone Collider gets converted to MMD RigidBody with the conversion, and to me its easier to use sphere / box colliders than to work with PMXEditor. That being said, its like school, you want to grind for an A or would a plausible A- be cool with you? The choice is yours.
Also, the conversions will have little to no chance of having their morphs work with MMD. The second part of having to convert these models is to get the morphs up and running, using PMX Editor to rename the morphs. Here is my cheat sheet to help you out with that --
https://tstorage.info/or6809vz80roSeeing as how you've invested by purchasing Dynamic Bones, I hope you convert the model you had in mind! (I did too, then I found out there were free sources online and felt dumb)