>>2746631The model's bone structure was not made for PMX. Download a typical MMD model like TDA, open it in another PMXE instance, switch to Weight mode in your bachuba model's window, and have fun going through the entire bone structure and renaming (to what matches the bone in the TDA model) & connecting all the bones that have parts of the model weighted to them! (And deleting the extra bones after double-checking that they don't have any function that matters to you—TransformView should help.) (You can do without renaming, but you will end up unable to use motion files made for typical MMD models.) After that, you might also want to create proper IK chains for appendages, including the hair tentacles. Google PMXE rigging to aid yourself.
>>2746637Pfft, rookie numbers. My wife has over 600 (although over half of that comes from FullAutoBreathUnit). Also, that one is definitely an Illusion game rip, most likely a Koikatsu one.
>>2746720Assuming you want to keep the IK controls ON and are aiming to achieve a specific angle, here are the methods that I know:
1) Add a bone morph (or two) repositioning the groove/center/lower body bones along the Y or Z axis and edit the motion accordingly.
2) Edit the bone angles/positions within the motion to achieve the angle you want, which involves moving IK bones.
3) Check whether your IK rotation limits are too restrictive.
4) Mess with the default body proportions and/or bone locations in PMXE to match the model the motion was made for. Naturally, this will cause issues with motions made for models with different proportions, but the most popular base is TDA (with its fucked up proportions).
>>2746712That shit would be piss easy to make yourself by, say, taking a female cowgirl sex motion of even the lowest quality and the Jack-O crouch pose and editing them to match. TBOMB200 and Ademar440 for quality stuff, mrOrzo and whatever Japanese motions you can find on bowlroll or elsewhere for the opposite.