>>2779986There is a "Revert frames" plugin for MikuMikuMoving:
https://github.com/mfakane/MikuMikuMoving-PluginsThis guy has a quick tutorial on these plugins:
https://www.youtube.com/watch?v=bMBDBgvUwOcBeware that you cannot undo it. It doesn't seem like there is such a plugin for MMD, but I haven't searched with much scrutiny.
>>27799881) The same as adding a regular weight bone. Create a bone where you want (by selecting an area on the mesh and E-V-C-B), carefully add weights (I really recommend doing it in Blender if it's a complex mesh, as you will most likely need BDEF4). If you want a movable bikini or something on top of jiggly parts, you will likely have to use the "After physics" setting, although you <might> be able to achieve a good result without it. (I might have succeeded a couple times in experiments on movable nipple piercings with enabled physics on breasts with a complex physics chain, but I failed to record or subsequently reproduce what I think were momentary successes. An experiment failure in this case meant either a spatial shift of the piercing relative to the nipple after switching physics ON (which caused the breasts to drop) or the piercing failing to change position with control bone movement.)
2) Add a parent bone for existing weight bones. If you want to move bodies with physics {which is usually the reason to choose this approach (for example, you want to be able to lift or move a skirt side from the waist or control flailing slingshot straps); the other sensible case is when you want to move many weight bones at once}, you will need to attach a rigid (a tiny sphere with collision disabled for every group, for example) to your controlling parent and (re)assign the "parent" links in relevant joints to that rigid.