>>2894121>>2894156Also, always animate in 30 FPS. Different settings will mess up your Disp/IK key positions when exporting to .VMD and maybe other keys; keys that cannot be matched to 30 FPS columns will be shifted or removed/merged with neighboring keys. In regard to some other shit, in order to replicate the external parenting functionality of MMD, you need to set up external parent keys for any bones you wish to be attachable in PMXE, otherwise only the first bone will be automatically attachable, and without an external parent key set up it will inevitably jump around whenever there is a change in the external parent. Setting up an external parent allows you to smoothly transition between the attached and unattached states if you make sure to register the bone before saving the Disp/IK state and moving the timeline. Also be aware that your FPS will drop based on how complex the parent model is. If you have an extremely complex model that will never load in MMD without cutting out 3/4 of the features, it might be preferable to use a copied rig with the attachable object positioned on it and copy the main model's motion to it instead (if you aren't willing to merge the models to begin with). (This won't work for interacting models, of course, so you'll just have to bear with the lags or use simpler parent models. Also, if you're attaching something, make a separate Disp/IK key without attachment right before, or lags will propagate to the frames between the external parent Disp/IK key and the previous Disp/IK key. Matters less for high-end computers, naturally.) On a relevant note, something I realized just recently is that you have to attach IKs to an object if you want them positioned in the exact same spot for the end-user (the end-user will also have to attach them to the same bone), as default IK positions change between models.
Also see:
https://www.youtube.com/watch?v=Le5nSKbIv_k&list=PL4pzozRuwtKidKhVJ40xRxDbOgKwucS4t