>>2875483I don't think that guy was talking about MikuMikuMoving, as the best it can offer for videos (on my machine) is 1440p. Although that might be just a VRAM issue, as it's throwing an OOM error, but if so, it's likely to be even worse on your GTX970 than on my 6GB RTX 2060.
https://gpu.userbenchmark.com/Compare/Nvidia-RTX-2060-vs-Nvidia-GTX-970/4034vs2577But what he said does also apply to MikuMikuMoving at resolutions it's capable of.
Some MMM data:
1) Rendering 10 seconds at 30 fps in that pool scene took me 15 seconds with effects disabled.
2) With Ray-MMD, 77 seconds.
3) With sdPBR, 162 seconds.
You can watch the results here at the maximum bitrate of 73 Mbps:
https://mega.nz/file/sQFiULrS#-6vagZGoa2loYnsM4UxRFFJSPbT39HIvf23HotIVUmw>>2875503You can use IK angle limits with circular rotation, which is what I did for the sewing machine in Alice's house, seen at the end of this showcase:
https://video.twimg.com/ext_tw_video/1776315447786266624/pu/vid/avc1/1280x720/4V0j9hIOfgbF6dT4.mp4?tag=12But I suspect it might not be adaptable to your needs. Here's the setup anyhow:
https://files.catbox.moe/64ccn3.rarI think you need physical bones (bodies) constrained by joint limits instead, which is how modelers make breast curtains or necklaces only bounce up. Front slide Z -1?
Alternatively, just add a -Z offset to your clothing bones / nullify non-Z movement and rotation.
>>2875553I don't see it either, so it must have a tag that is only visible to logged-in users.
Looking at the avatar, I bet it's loli.
>>2875551Tried googling? Query example: "making vr 180 mmd."
>>2875643Try searching the last thread for "light." <Ikeno> is likely a memory write bug.