>>2842858Shape keys, which translate to vertex morphs in PMX, have the disadvantage of bloating your model's filesize, so it's better to use a bone morph instead if possible. Not to mention it's much easier to translate changes with bone weights when you're swapping outfits and other parts than replicate morph offsets. The disadvantage of bone morphs is that they don't work in Blender, but if you decide to animate in Blender, you can always translate them to vertex morphs via Morph Editor and enabling the corresponding morph in TransformView, then saving, one by one. Just gotta make sure to turn all IKs and physics off before using the morph and don't have anything like FullAutoBreather incorporated.
>>2843010Anyone who has a Mark2 model. Surely, you're aware of a certain furry-run website?
>>2842896Checked it out. The previous versions do the same sharp twist under the same conditions anyway. I'd say it's good enough. Is "To_Elbow_2" supposed to break deformation order though?
>>2843205>> while also trying to not pollute the IK list as much as possibleThat list looks like this at the moment. I probably wouldn't mind having default cancelers due to constantly having to turn IKs off, and while retaining automatic IK activation if the loaded motion uses IKs would be nice, they're used a lot less often in any case.
>> Also, sorry for being overall disappointing. I'm mostly just randomly cobbling these together so I'm not all that good at this.You could use more confidence. I doubt anyone who has ever posted in this thread can boast a comparable understanding of IK bone structures.
Here's the full relevant rig:
https://files.catbox.moe/9g4t0e.pmx"Proportions" are the de facto current standard to match the IKs to. By the way, is it possible to un-SDEF the upper arm while preserving both the rig and its shape when twisted?
>>2843207Maybe it's not meant to be? After all, they add unrealistic shadows, while the "add" ones are more justifiable.