(English) vRoid stable to PMX- convertion
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- Опубликовано: 9 фев 2025
- How to convert vRoid v1 model to PMX with a modified script.
Original exporter by Furia
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RESOURCES
Exporter
mega.nz/file/C...
Unity
unity3d.com/es...
Blender
www.blender.or...
Plugin CATS
github.com/abs...
PMXeditor
www.deviantart...
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My social media:
-Patreon: / denom_rs
-Twitter: / denom_rs
-Instagram: / denom_rs
Donations:
-Ko-fi: ko-fi.com/denomrs
#vRoid #vTuber
You are a godsend. I have tried using other tutorials, but they were so convoluted and confusing. You are the besttttttt
Thank you for your kind words! I’m glad this helped you :D
I've been using the edited exporter for a long time and lessens the work for fixing the converted model
Thank you so much for the edited exporter
I’m happy it helped you! :D
@@DenomRs Yes it does
Also I might use the edited exporter for my tutorial soon if that is ok to use it
@@HiryuAkaneVT You can use it without problem! :D
@@DenomRs yey thank you 💕💕
you explained things very well and it made it really easy to follow along, thank you!
Glad it helped :D
Omg thank you I noticed my model was very doll like no expression and very stiff I was about to comment about that when I found this video thank you so much again!! ♡
Glad this helped :D
@@DenomRs Hello I had a question about vroid head accessories? I made mine with hair texture and you can see through the head. Is there any way to fix this? thank you!
@@DenomRs nevermind fixed it (:
@@ZeldaChi Good to know :)
Nice, an english version, thank you 😊
Of course I had to publish it in 2 languages haha
Blessed that shall help in my future MMD attempted animation
Good luck! It may be hard in the beginning but you can learn a lot
im geting an eror in unity the error is keynotfoundexeption
Try using a version of Unity 2019. The newer ones don’t seem to work with the converter
Could you do a new tutorial with the newest updates to Vroid and Unity? I can't get my model into the Hierarchy.
Sure thing, I’ll mess around to see what has changed. When it comes to Unity, the 2019 version still works. As for vRoid, export it as VRM 0.0. The VRM 1.0 is very different and is incompatible with most VRM programs
You're awesome! thank you
Glad it helped!
Thank you for the tutorial again 💖💖
There were also english questions so here it is haha
Wow. Seriously impressive.
In comparison to the usual unity expoter,
This:
* has facial eyebrow movements
* perfect texture in face
* handles:
- reach ground animation from bts-bestofme vmd left arm movement from mant vmd
still fails at
- second pirouette (hip twirl) on gigawave-lily
*applause*
Now if we just could make this a standalone application
EDIT:
It still has the same issue miu's vrm2pmx has, where the eyebrows go *over* the eyes...
I will take a look at that to see if I can edit the exporter further and get it to work there. The thing about the eyebrows is unusual. You can check if it’sa thing about the model itself. I’ll also take a look at that
THANKS FOR THIS OMG💓💓💓
Glad it helped :D
Thank you for the video 😊
Thanks for also wtaching this version! :D
Wow nice, I was wondering if you could help me convert my model from vrm to pmx?
Thank you. Did you have a problem with your model?
@@DenomRs Your welcome ^^ Yes I was wondering if you could please convert a model for me?
@@Arealexx I see. I do that by commission and add a couple more adjustments. Most common price is 12 US dollars. You can contact me on Twitter for more details
@@DenomRs okay :0 will do
i keep getting an error saying object reference not set to an instance of an object, any tips?
Nevermind I figured it out from another comment who had the same issue, Great video now I can port all my models over!
Good to know. Have fun! :D
how long should it take to export? o:
I keep getting stuck after hitting export and I get the popup that says "Hold on (busy for xxxx time) Menu.Export Waiting for Unity's code to finish executing."
I tried restarting Unity and putting something into the the Reference Field in VRM Meta (Script)! Any thoughts ?
Depends on the file size of the model. Some take around 2 minutes and if they are very large it may take 15 minutes. You can also try with another model to make sure the model you are trying to convert is not damaged
Thank you so much!! It did eventually go through :3
Just a big model!@@DenomRs
Is there a way to convert vrm 1.0 to vrm 0.0?
I downloaded vrm 1.0 models and I am unable to import them into unity to convert to pmx.
Other software also seem to not work with vrm 1.0.
That is a good question. There is a way for that with one of the earlier versions of uniVRM 1.0 that had allowed you to export in both vrm1.0 and vrm0.0
hi! I am currently using all the versions in the video, including the version of unity you are using, however when I import the vrm package it says there is an unreachable code detected (assests/vrm/unigltf/scripts/IO/formatterextensionsGlTF.G.CS(217,13): warning CS0162), do you know what is happening? sorry for asking so many questions on your videos :') so far you've been the most helpful person out there for these kinds of things
edit: decided to export anyway and it works just fine with the body, but for some reason his expressions do not work at all, it's like he has no bones on the eyes and mouth or brows :( do you think it has to do wit hwhat i mentioned above? (dunno if it is useful info but in my morph section in pmx editor none of the morph options are in japanese, all are in english, do I need to add the jp name? since it is blank)
Hello, good to know it worked regardless of the error. As far as I remember, make sure you installed Microsoft visual studio along side Unity to prevent that from happening. As for the model, the expresions not working has to do with the “Morphs” tab in PMX editor. You have to set the Japanese names for them to work. If it’s a vRoid model, the names should have been set (unless you used a new vRoid version that has different names). But if it’s not a vRoid model they must be set manually due to the converter not having the list for that
@@DenomRs thank you so much for your reply! I ended up figuring out that all I needed was to put the jp names manually and my model works just fine, thank you so much for your amazing videos and for helping me!
Hey, I have tried over and over again but this will make all the textures but not the pmx
NullReferenceException: Object reference not set to an instance of an object
PMXExporter.Init () (at Assets/PMXExporter/PMXExporter.cs:2023)
Fixed, Do not leave the Reference Field empty in VRM Meta (Script) in the inspector.
It can be that or just reset Unity by closing it and opening it again
@@DenomRs I did that it refused to go through with reference empty
does this only work for vroid models or does it work for vrm models too?
I tried doing it for my vrm model and it was fine until I imported it into pmx editor and the textures are alllll messed up
It works with non-vroid models. This is how I converted mine to PMX haha of the textures are messed up, check how the are assigned in Unity since some material set ups are not compatible with MMD. And if everything is alright there, try assigning them manually in PMX editor
First off: thank you for the video, I was pulling my hair out trying to get this to work. Unfortunately I've run into an error (same as the original package not just yours):
"Can't add script component 'PMXExporter' because the script class cannot be found."
I tried looking this up but didn't have any solutions. Might you have one? ;w;
That error can happen for a couple of reasons. The most common one being the uniVRM version. I included that one that works in the file. Make sure to import that first and then the exporter.
Other reasons are:
-Microsoft Visual studio was not installed when installing Unity. Without that, the packages don’t work
-The unity version. Since the package hasn’t been updated in a while, it works better with older Unity versions. The best one being the lastest of 2019
Thank you for the tutorial!💖 How do you keep the edge line on your models? it's gone when I'm export models in PMX
Glad it helped you :D you have to manually add it in PMX editor. Go to the "Material" tab and select the part you want to have an outline. At the right side there is an option that says "Edge (outline)". Enable that and change it like you want
@@DenomRs Ohh Thank you!!
I've done everything exactly as instructed, but now I'm stuck at the exporting part. I can't do it because there's no animation controller present - it just doesn't exist for some reason. Do you have any advice on how to solve that?
Oh, that´s sort of normal in some cases. Right click the assets tab and choose Create/animator. Name it like you want. Select the model in the hyerarchy and search for the "animator" component. Drag and drop in the box the animator you just created
It's that simple? No need to code anything?
Update: I added an empty animator, and Unity still treats it as if there was no animator at all. Should I have added something?
@@vicraiden3068 Hmm... is there something assigned in the "avatar" box?
@@DenomRs Yes, the usual VrmAnimator is where it should be. Problem is with the controller, which isn't treated as valid - I really just created a controller from scratch and threw it in without coding anything. And attempts at exporting are met with the "There is no 'animator' attached to the 'body' game object, but a script is trying to access it" error message.
Hey! i´ve tried and i was wondering if there´s any way of keeping the hair physics from vroid in the convertion :´)
If you mean the physics settings there is an option in the converter that says “emulate spring bone”. That mimics the VRoid movement although it won’t be perfect. You can manually edit that in PMX editor.
But if you mean that your model has no physics at all, it sometimes happens that they get lost after the step blender. Which can be fixed by saving in PMX editor a version that only has the physics and then importing it to the model with no physics.
And in case the model gets exported without physics from Unity, it usually means the settings in joints got exported with a range of 0. In the joint tab of PMX editor select all the ones that say “hair” and set the range from -10 to 10 in each axis
@@DenomRs Thank you sm!
for some reason after exporting the bones of my model are broken? like the lower leg doesn't connect to the ankle and the lower arm doesn't connect to the wrist. do you know how to fix it?
Try any motion with the model and see how it moves in case you haven’t. There is a common “display error” in which the bones don’t “look” conected but in technical terms they actually are. It’s just the display that doesn’t show it properly. In the model moves correctly, it’s only the display. But if the broken parts move on their own like elastic parts, then manual adjustments must be done by setting the right parent ID to the detached bones
@@DenomRs I think the bones are just not connected as the toes and hands animate weirdly. Are there any tutorials on how to fix up the bones?
@@amarimochi Hmm... which motion is it? There are some motions that need additional settings. Mostly Project Diva motions
Thank you!
Does this plugin also fix the Project Diva/Persona motion issue or do I have to refer to your previous tutorial?
Edit: Just tried Persona motion on the pmx model. The answer is no, you would still have to fix the feet bones.
Also warning: DO NOT try to convert a vrm model that has perfect sync in it.
Sadly no, you would have to follow minute 12:25 steps from this video for that:
ruclips.net/video/F-0Q6TaZQLg/видео.html
As for perfect sync models, this method also works. Just note that it may take several minutes (up to 10) and a good PC for that. Otherwise you run the risk of several crashes and blue screens
@@DenomRs When I tried exporting my perfect sync model, the face had messy shadow. I thought the script was incompatible with the model. So i tired with the same model without perfect sync, same thing happened. It might have been an issue with the UniVrm version. Using Faceforward on pmx editor resolved the issue.
Also did the feet fix from the other tutorial. But I must have forgotten to delete the materials in the messed model because my finished model ended up with double the materials and the feet still stretched. So I got angry and just deleted the ikbones at the tip of both feet (can't have the feet bone going astray if you don't have them). This seemed to fix the issue for the most part if not for the legs to have minor spasm from time to time
Here's a video on the finished model. I disabled the duplicate materials in MME: ruclips.net/video/Rf_ykqksFLs/видео.html
@@Nanaten Sorry for the late reply. Yeah, deleting the IK can work. In some dances the model can look weird but not a lot. As for the small spasm it´s usually caused by the bone positions the motion was made on. So to fix that you can either place the bones sightly up so they don´t collide a lot with the ground itself or place the model a little bit up in MMD
It's the same video but on english lol
You are absolutely right haha
do you take commissions to do this conversion process because i've done this like 3 times now but somehow my programs uninstalled and now i can't be bothered 🥲
Yes, I take commissions for that. If it´s just what´s shown in the video the price is 3 dollars and if you want the extra set up for game motions it is 12 dollars most commonly. You can contact me on Twitter or dicord if you are interested:
twitter.com/denom_rs
Discord: DenomRS#1665