Thank you so much for this tutorial. It's was super easy to understand and actually explained things that many other tutorials didn't even explain. Also thank you for being clear about the conversions for many model / edits in the MMD community that don't allow it. As someone who has been involved with the MMD community for 6+ years I am grateful you have respect for other people's work that have specific terms on converting outside of MMD. Keep it up!!
I am glad my tutorial was helpful :D I have also been in the MMD community for some time by now and that´s a very frequent topic. Thought I would be important to include that in the video because of that and since I also make models from scratch
im so glad i was able to find this again had an issue with a model i was working on and had to convert her to mmd and fix it which ment i had to convert her back
This worked well thank you. But I have a small issue because of the model I'm using, there are some parts that don't move correctly, they move like they're linked to the hip, but in the hierarchy their joints aren't children of the hip but of the knee. Do you know how I can fix that?
This tutorial helped alot Thanks, but when i imported the model it had no textures and at the bottom it said"GetMMDModel:System.InvalidOperationException: There is an error in XML document (9, 20)" im kinda confused about it. can anyone help?
You can skip to the normalizing model step and manually assign the textures at the "Materials" folder. The errors seems to be caused by the model itself, check with a different one just to be sure
@@DenomRs I did that and the materials are on the model now Thanks! however, it wont let me export the model as a VRM and it just says "'Assets/MMD4Mecanim/Editor/MMD4MecanimEditor.dll' uses obsolete Unity API" did i download the wrong one or is there something im missing. Nevermind, i figured it out i downloaded the 0.66.0 instead of the one showed in the video. Thanks So Much! (this is probably gonna be like a paragraph) I did everything up to the expressions but the U_char tabs wont show up and the character models mouth stays closed
@@PikaGirl7 Check that the expressions are meshBlends. Expressions with null values and that are bone positions get lost. If your model has expressions like that, normalize them
I have a weird thing with the model I'm trying to port over. After replacing materials with the vtoon, the various model features all appear. When I mess with the sliders on the mmd4 mecanim script page for the model, it doesn't appear to actually manipulate any of the model's features, except for a few specific things on the model itself. The sliders in MMD work fine when I manipulate them in there however. I'm going to guess to say that some extra configuration would be needed but I'm really not sure what I'm supposed to be doing in these regards to address it. also a quick edit but most of the features and expressions appear to be done by fading between different textures, and things like hats are faded in as you bump up the slider in mmd
Texture sliders are lost when converting the model due to how materials work depending on the program. You can manually make the parts transparent by setting the material to cutout, then click the main color box and a color wheel will appear. The last slider is the opacity. Set it to the minimum
@@DenomRs Ahhh. Well alright, I'll just have to do that when I try that model again. Also while I have your attention, can I ask for suggestions on what to do about something else? I've managed to port another model to vrm, but when it blinks, the skin of the model appears to tighten up all over, if this makes any sense.
@@HobkinBoi That sound weird for blinking but I have seen fractured faces and other similar cases haha before normalizing the model, click the model in assets and in the first tab called "model" (right before "rig"), scroll down and set the "Blendshape normals" option to "none". If it still breaks, set the shading color to white
Howdy! Nice tutorial but i have a problem. when i go to rig the model to humanoid, all the textures are gone. is there any way to fix it or do i skip the step? Edit: no Materials folder appears when i do the PMX2FBX conversion, that might be of use Edit 2: i found the problem, i was using an older version of unity
Is it possible to add collision physics to the clothes so it doesn't phase through the body (e.g. dresses passing through the legs); if yes, how? Maybe a collider component? I've never used Unity in my life so this might sound like a dumb question lol Thank you in advance! Great tutorial!
Hey there, in step 5 the facial expression don't actually show up for me. More specifically I don't have any tabs under "BlendShape". I don't know the first thing about modelling, but in the .Textures folder I have .png files of both Body and Face, with the latter having all the different facial expressions that's needed. Is it possible to assign them in any way?
That´s unusual, it means the facial expressions were lost in the conversion process. Try reseting Unity and converting your model again. If it still doesn´t show up, there is an alternate way to import the model to avoid data loss. It is with Blender and the CATS plugin. Import your model with the CATS plugin and click the "Fix model" button, then export as an FBX and continue. If the facials still don´t appear, it means the model file is corrupted
Hello! I followed your instruction but went out the model's facial expressions not working... the bones and physics are fine, just no facial expressions. I use the KH3 MMD Elsa model. Can you help me? Thanks in advance! ^^
Yes thank you for the tutorial, very easy to understand ^^ although some how the model's right eyeball go out a little bit 😂 I think I'll convert another one now.
@@hieuphamelson Oh my... haha that could be because of 2 things: -The model has additional bones -The wrong bone is set in the eye when you click "configure". You can manually assign the right bone and test it with the rotation tool
Hola! Muchas gracias por el tutorial, fue muy útil! Aunque estoy teniendo un pequeño problema, quiero añadirle físicas a un modelo pero no tiene un hueso secondary, habría alguna manera de poder arreglarlo o hacer que las físicas funcionaran?
Hello! Your tutorial was very helpful, but recently I got a problem. When I uploaded the model in Unity, it lost its textures/materials and Unity replaced it with default textures/materials. I didn't saw a thread anywhere about this problem (MMD related, not Blender/Cinema4D), so maybe you or maybe someone else viewing the video may find the solution? Thanks in advance!
Glad my video helped :D that´s a common issue. You can manually create new materials and assign the right textures to them. Then manually assign them to the model. Or you can skip to the "Normalizing model" step and when you re-import the model there will be a folder with the materials. Manually assign a texture to each of the materials. You can check in PmxEditor which textures are assigned to each of the materials at any time while setting them
Click the model in the hierarchy and look for the "Blendshapes component". Click that´s inside the box and it will take you to the right folder. There are all the expressions. Although I will make a more in depth video about it later
In the first model configuration step. There is part in which you click "Configure". Make sure to have set the right bones in each part of the head and neck. Remove the jaw bone if something is set
Hi Denom! I recently added in a vrm head over a pmx body, I'm trying to convert them but it seems that when I put the materials for the face, it goes haywire. Not sure how to fix it?
Say is there a way to compress vrm s? I have a pmx that converts to a 178meg vrm. I tried merging vertexes and reducing textures, but that only brought it down to lik 78megs. Using DSSC it converts fine and works, but is way over 60 megs. If I use modelconv, it converts to a 24 meg vrm but is missing ik feet bones. sigh
That’s a lot of space. There are a couple of ways. The easiest way to do so is by checking the “Use Sparse Accesor” option right at the export window. If that doesn’t work, remove the expressions you don’t need. Specially the expression that change the body. And if that still doesn’t work as well, separate the head from the rest of the body and remove all the face expressions from the body like this: ruclips.net/video/HD-lZBWC3JI/видео.html
At 5:47 in the video you said to select all the spheres without transparency now i don't know if i'm being dumb but how do i understand which ones are the transparent ones? In the model i'm working on the transparent and non transparent textures doesn't seem to be sorted.
The ones with transparence will have pitch black squares (the color black means "no info"). If those are not displayed, you can either manually check the textures of the model and see which ones have transparence. Or you can see them all as materials with transparence if those are a lot. If the materials don´t have transparence, they will not be affected
@@KeyAndEnter If it happens when you import the normalized model, it´s much likely that your model is damaged or corrupted. Try to clean it up in PMX editor before converting it to VRM. Check for hidden bones and null mesh points
dose this stil work on newer versions im having a problem were it keps moving the top most addon and moves it back a litle for no reason and i kant move it back to its original position
The MMD to Unity converter doesn’t work well in newer Unity versions. This method works better when it comes to MMD models: ruclips.net/video/HD-lZBWC3JI/видео.html
Manually assign the right material (sphere) to it by dragging it from assets to the model in the scene directly. If it still looks weird, check the materials folder and change de culling mode of the eye material
I know I am years to late, but I seem to be missing 2 core bones, and both sholder bones on my model so have no idea how to add those, also I did the whole vrm > mtoon thing and the textures and colors I had went from close to what they where suppose to be to muted and flat after changing them over is that normal?
It´s alright, some bones are there but they need to be manually assigned and others get lost if they are not connected to anything. As for the mToon, it is normal. To change it, add a darker shadow color and set the "toon shade" to the minimum
Turned out where I tried to manually add the other core bones it messed with the shoulder bones. I ended up just saying oh well to the core bones and went on I got to the last step where you export it again. And I got a jawbone error which I'm suppose to delete from the inspector section via importer rig. Which I don't have access to. And I have about 20 or so (bone) hierarchy contains other root (bone) errors under the jawbone error. But because I can't remove the jaw bone setting I'm stuck.
Hello! Thank you for the awesome tutorial! I noticed you had some attempts with Nemimi Chiiki from Kafuji, did you happen to have any success with her? I am attempting to convert her as well, however all of her blendshapes get destroyed upon conversion and she is missing U-Char_3. Have you managed to figure out the issue with her? Thank you again, this tutorial is great!
Hello there. Yes, that is because her expressions are bone positions instead of blendshapes so they get lost. The expressions must be normalized in PMX editor before importing to Unity. In the minute 7:40 of this other video I explain how: ruclips.net/video/HD-lZBWC3JI/видео.html
I've made some progress since the last time I tried this. I can now complete the tutorial fully, but when I import the .vrm file into the program I'm using, the arms are pushed back in a very unnatural position. Everything else such as the hair physics work fine. Is there something I might've missed?
@@DenomRs I would guess that it's the final model, as in the one I've exported the second time. Within Unity itself the arms are basically T-posed and look okay.
@@Luce_3 Check in model in PMX editor and make sure there is not a secondary skeleton or too much bones in the arm. If so, you can edit the model there or back in the minute 4:20 check which bones were added to the arms when you configure the model skeleton
@@DenomRs This is what it looks like: imgur.com/a/TJAGz24 To me it doesn't seem off at all, but I don't have a lot of experience with this. Maybe the problem is rather with the software I'm loading it into (Desktop Kanojo)?
can physics be skipped completely? everytime i try to add them everything goes downhill and my file ends up completely destroyed for some reason... and the model i'm using doesn't really have any parts that need to move (only one strand of hair that's barely visible). won't it be a problem to just skip this step or will it make an error?
thanks for the tutorial. more or less great, but I have a problem on export. I have large number of un-dismisable errors that stop me from being able to export. these seem to be caused by the physics scripting, and read that "[bone] hierarchy contains other root [bone]. any suggestions on fixes?
It looks like the model you are trying to convert has duplicated bones or it´s not cleaned up. That can be fixed by cleaning up the model in pmxEditor before the conversion or try changing the name of those "root" bones and only leave one with that name
@@DenomRs cool, will try. followup question, but uh... my feet broke. I found that the feet of my avatar moved incorrectly with the rest of the body after exporting the Vrm version. At first I thought the weight-painting on the PMX was messed up but turns out thats fine, I checked it in both PMX editor and blender, so its got to be happening somewhere in the conversion process. best guess would be with normalization But IDk where. any Idea what could be going on and how to fix (I think I could probably put the character in a t-pose Manually in blender and Export The PMX, then miss the normalization step, but IDK)
@@QuartzRoolz It could be the normalize step or in the wrong leg bones are set in "configure". Check which bones are set in "configure" when you add the humanoid skeleton and test it from that window. If it´s the normalize, manually put the feet in the right position
had the same issue, it was caused by me selecting joints that were under a parent joint. To give an example lets say it was a strand of hair, and under that strand named "hair_1" there was another drop down for hair_2, then one for hair_3, and so on, and deselecting all but the parent, in which here would be hair_1, fixed it
Great tutorial, I'm having a strange problem though. I follow the tutorial up to the rigging part and the model works fine but after the rigging process my model loses all materials attached to it and all of the materials become textureless. Any help would be much apreciated
The best way to solve it is to skip to the "Normalizing model" step. Once you import your model again, there will be a "materials" with all the materials. Click one and manually assign the textures
You go to the folder in which you have Wakaru installed, open the Models folder and place it inside VRM. In my case, this is path: C:\Program Files (x86)\Steam\steamapps\common\wakaru\Models\VRM I also have a video on how to do that if you are still not sure: ruclips.net/video/LBQsZYyt5io/видео.html
I got a lot of errors in Unity. Had the thing where the models body and clothes textures weren't in place? Seemed to just correct itself after a while? I cant play with the model in Unity, but exporting seems to work and I was able to use the model in a VR app and it worked fine? So thanks!
very helpful! you walked through everything there were some hiccups because the newest unity has its menus in different places, and i didnt have to press apply for the prefab? idk but i do still have a problem: so i have physics applied to a cape-like outfit, it unfortunately clips through the character's arms by going straight down through them, how would i fix that?
Gald it helped :D there is an extra step I did not cover because it pretty much needs it´s own explanation and the video was already very long and could have been confusing. You have to do this to avoid clipping: -Click the bone of the part you want the cape to collide with (let´s say the chest bone). In the inspector, click "add component" and search "vrm spring bone collider". That will add a pink sphere. You can modify it to cover up as much area as you want and you can add more than one in that same component -Go to the "secondary" bone and search for the component in which you added the cape physics. Drag and drop the bone with the collider group in the area that says "bone collider groups"
Hello, I'm having a problem with the VRM export. There is no "Export as humanoid" option, only "Export UniVRM-0.64.0". I did try that option to experiment, but I'm a complete newbie at Unity, so I had no idea how to continue forth. I have Unity 2019.4.0 for this project, I've tried with the version you used in this video and the export option didn't even show up, despite refreshing Unity multiple times. I used the one you showed in the very beginning too, but it had the same problem as the version I'm using right now. Any idea what's going on? And lastly, your tutorial has been of great help thus far as well! :D I'm just not a Unity master haha.
yours is the best video on this topic thank you thank you thank you! I do have one question, for the facial expressions i cant seem to get my eyes to move left or right, just down??
Glad it was useful :D try changing the webcam position or angle and see if it works. Wakaru is not so sensitivy to movement. If the eyes still don´t move, make sure that the eye bones are set in the vrm. There is a component in the vrm model prefab that is called "VRM Look at bone applyer". There it has the "Right eye" and "Left eye" options. Open those and replace the bone or joint that appears there with the bone that moves only the iris. You do that by drag and dropping it in the right place just like in the "hair step". And you can know the name of the bone from pmxEditor.
Hey this this was helpful to create the easier avatars but the problem about this is that when i put it back the vrm to change facial expressions (which the size of them is 45-60mb) it crashes and it lags my computer. can you fix this problem.
just a question tho, do you familiar with Virtual Droid 2 app? the app uses vrm files for the avatar, so i converted some mmd avatars to vrm, no problem during conversion, but it cannot load to the app.. idk what to do. imma very noob at this btw this vid is really helpful, even amateur like me easily understands it thank you.
I´m happy the tutorial was useful to you :D I know the app. In most cases it can take a couple of minutes for the model to load. Try waiting around 5 minutes. If your model has a very large file size, click the "Reduce blendshape size" when exporting it to VRM
Thank you. Try checking the model on it´s own and make sure the bones are actually controlling those zones. If yes, sometimes they may not work in Unity but will work alright in the program
Your tutorial is very helpful! Do you know if this is leap-motion compatible, though? I recently got one and I am only have issues with proper tracking when using it in 3 tene with the model- the fingers and wrists sync to opposite hands for some reason (one hand controls another hands fingers). Thanks!
I´m glad it helped :D I don´t have leap motion so cannpt really tell what issue could be. But if the model has all the bones set correctly, it should work with everyone VRM model. Does that happen with other models?
@@DenomRs I actually bought Luppet to see if that was the issue, and the model actually works fine there! it must be something wrong with 3tene itself instead of my model.
@@Tipplet Yep, it´s much likely there is an issue with 3Tene if teh model works fine on Luppet. You can try reinstalling 3Tene or checking the calibration if you still want to use it there. Good to know your model is alright :D
so uhh... the model lost it's expressions. I know the model had them originally, I made them. I've tried a lot of other ways but the expressions do not show up what so ever.
That happens because of 2 things: -The expressions are not Blendshapes. Only expressions that deform the mesh are allowed in VRM. Texture image changes, bone positions and material changes get lost -The expressions have null values. Expressions must have vertex postions saved. If the expresisons are there but the values are null, it can be solved by saving the current position of the expression in the test window and applying the expression again
@@jarkkodacakefox1975 The same process of saving the vertex positions and adding the expressions again works for both null values and bone positions. You can try it if that´s the case
i know this video is old but, whenever i try and export my model i cant because theres no author, and i have no idea how to add one since my model went from vroid to pmx to unity, any idea how to fix that?
heya great tutorial. Im having a problem with the uniVRM... when downloading the VRM on unity. the "VRM" tab at the top wont appear..... ive installed it, deleted it, tried it on a diffrent project, but still it didnt worked
That´s normal, you just need to create an account in the official Unity site and choose the personal plan. Then just log in from Unity. In case it doesn´t lt you log in, Download unity hub. Just make sure to have installed Microsoft Visual studio from the Unity installer sonce Unity hub may hide that option
For anyone trying this now. I was held up on the unity install portion due to a license being needed so had to install the hub, login, activate license, and then uninstall hub haha
Actually the reason to not install Unity Hub is because it hides the option to install Microsoft Visual studio and without that the packages don´t work. If you could install it, it´s okay to have Unity Hub
Hello! This tutorial is really informative and I am extremely grateful you made it so simple to understand. I wanted to ask if this is the same process for use in FaceRig specifically? Thank you for your time.
Glad you liked it :D The process to convert Face rig models is almost the same. Although Face Rig models work with bones in the face, VRM models work with blendshapes. You would need to make blendshapes for the model before converting it. Otherwise the model will not have expressions
@@DenomRs I just realized you mentioned Wakaru in the title, and I thought about trying that program. This tutorial is for that? Just wanted to confirm, and whether or not it would be any other steps. Thank you so much, again!
@@dapperdarling This tutorial is to set up VRM models. The ones that Wakaru supports. There are more programs that support this format like Luppet, 3Tene, VUP and more
tried from V-katsu PMX, checked steps for see if miss something, and still output a glitched mesh. dont expect this method works without be fixed in blender before make VRM
That is correct, v-Katsu models need a special clean up on their own to fix that, remove the 200 overload bones and the 350 expressions that don´t do anything. I´m planning video specifically on those models
Man your Tutorials are great amigo! may i ask you to do a tutorial on how to Convert the FBX to VRM? whenever I do all the blendshapes are gone and gives a lot of errors. would be a huge help if you do that mate.
I actually have a that planned. I´m testing a couple of things to cover up as many errors when it comes as possible and to explain what happens when some settings are missing
Some models have extra bones and Unity may take bones that are not connected to each other. You only have to assign the right bone in the green figure manually
Make sure to have set the facial morphs correctly, apply the changes and save the scene with ctrl + s. Import your model again to wakaru and click "Initialize avatar sync". Also check it the mouth sync is turned on in the settings. If it still doesn´t work, try out with 3tene
I don't know how long it may take to answer this but at 11:08 you show your just simply dragging and dropping the bones to work for dynamics and welp I can't seem to even do that. It is not letting me simply do that like doesn't registered the bones even exist in that menu
@@RaccoonRezillo Unity may get a little wacky sometimes. Just clicking the "secondary" bone should open the menu. And just casually drag and drop the bones by clicking and moving the mouse at the same time. Otherwise the menu of the bones will get opened. If Unity keeps doing weird stuff, close it and open it again. I hope that helps
@@DenomRs yeah I realize you need to select the one up in the hierarchy not the one inside the project folders. Thanks for this tutorial btw, it did help me make a VRM formatted avatar :)
My computer keeps freezeing every time I try to import the first VRM iteration, y'know, the one that was just to normalize it. I mean even the cursor stops moving it freezes so bad!
There are a couple of causes for that: -Some scripts may have been uncompilled. To solve it, try reseting Unity by closing it and opening it again. -Some models may take several minutes to load because of the file size. Waiting can solve the problem. Check how large the file is. -The model may be corrupted or has some components that overloads it. This can be solved by cleaning up the model in Pmx editor or Blender before taking it to Unity. -Outdated drivers. You can try with a different model and see if the problem remains.
Heyo Denom! I got a question which has bugged me so much I decided to just sleep by the time this comment gets out. So basically I did all the steps and it sorta worked? Like physical movements are A ok but the problem I'm facing with rn is that there is no face recognition or even expression working. I try to change the settings in the softwares I've been using (Vseeface, vmagicmirror and Wakaru) but none worked. Also idk if this is a pmx thing but the eyes on my model don't track either. Plz help this is pain qwq
Hello there. That´s a curious case. I can think about some possible causes: -Your mic has an issue or is not set in the program -The expression were not assigned correctly -You can have the same parameter set in several expressions. Having the same parameter in several expressions over loads the program and the expression is ignored as a whole
@@DenomRs Yoo aite thats high key fascinating but wdym by the 2nd and 3rd statements tho? (also imma keep it real cheif you sound badass ngl keep up with the hussle!😎🙌🙌)
haha the reason to not download Unity hub is because most of the times it hides the option to install Microsoft visual studio and without it the packages don´t work. But if you were able to install it, there is no problem with having Unity hub
@@DenomRs It really makes life better. I kicked myself for not installing Unity Hub before I first installed Unity. They should encourage people to use it as the main entrypoint.
good tutorial, but didn't tell us how to fix models where the textures do not load, there are a lot of japanese and chinese models that will not be loaded with unity since the computer can't read the kanji characters so it simply does not assign missing textures. good tutorial, but im completely stuck.
I see. I will have that in mind for a shirt video covering that specific detail. In the meantime, you can try with this other method: ruclips.net/video/HD-lZBWC3JI/видео.html
Thank you! It works, but on one of my models, it is still gray on some places. I put the textures on all the materials, but it still didn't work. Also, some of the blend shapes don't load for some models.
RUclips didn´t tell me about your coment, sorry about that, The textures could be an issue directly on how the model is textured. Check how those parts are textured in PMX editor. As for the blendshapes, do you mean directly on the model or in the program you are using the VRM?
You can leave that shader if you want but it may break in some programs. Other option would be to play around with the settings of the material to make it look like in MMD
Hi, This was really helpful, but I am stuck trying to apply this video to just a hair preset. The error I get is "No Animator in ExportRoot" Could you help me please?
@@DenomRs yes! for a better understanding, I was trying to use a pmx hair preset file. I assume that (using this method) I could convert it into a vrm file, and ultimately use it in vroid studio on a model that I am creating. If my understanding is wrong (which it probably is xD) please do let me know!
@@oranch9092 You will add a PMX hair, to a VRM model, ypu don´t need to convert the hair to VRM. You have to add it directly to the VRM in Unity. I have a spanish version of that process but I will translate it to english later
@@DenomRs I will eagerly wait for the english translation! In the meantime I'll try to follow along the spanish version!! thank you for helping and replying to me!
Hello, it's me again. I've run into another problem that I didn't find any solution on this either, since as I saw no one actually had it in the comment section of videos like this one. I tried to ask people about it, and no one got any clues on how to fix it, so I decided to ask you. There is a problem while importing a model into Unity for the first time just to port it to VRM. I tried to import a model and it got stuck at "Level1 Passed 5 = ????" and something close to it as I tried to fix it. For a small test I tried to delete every single bone in the model and it actually loaded everything, but it couldn't work as a stable model of course. I also tried waiting, and after an hour or so I just gave up, it didn't load a model or anything, just got stuck on this "Level1 Passed 5" thing. I also tried to import my other models, but it worked smoothly, so I don't really know what's the problem - if it's the model itself that got some "bad bones" or Unity just broke for me. Anyway, I'd be happy for any answer. Thanks in advance!
If it worked with other models, it´s much likely that the model file itself is corrupted or that it has a hidden component that only works in MMD but crashes other programs. Check the model´s bones, physics and expressions. Out of place physics and joints can be a huge issue and make sure there are no "null" expressions. A safe way of doing so would be removing the head from the body and cleaning them up separatly. Make sure there no morphs in the body and add the head again. Then remove al physics and try to convert it again
Uhhh i know that this video is very old but i can't find my character material :v i can see the the material but when i tap in i can't really find the texture 😭🤧
@@DenomRs oops but i told you the wrong problem my problem is my character have no texture 🤨 why! i can see alot of another video but all of them have texture but why i don't
@@tinhoibixam909 So that is the issue. In that case it seems your character specifically doesn´t have a texture for that part or parts. You can manually set the colors in the spheres if that´s the case or make your own textures in photoshop, krita, Photopea or even paint
So im not sure if im doing something wrong but whenever get to the 5th im only getting the 79-89 sliders for expressions. Im using the Chiiki Nemimi by kafuji if anyone wants to help me x.x
hello. If I may ask, how do you set cloth physics? I've set springbone to cloth. The cloth can move, but when they collide with body, they just go through body, not collide. How can I fix this?
There is an extra step I didn´t cover because uniVRM back then was unstable and could make Unity crash. Now it works well, you have to open the model tree and search the bone of the part you want to have collision. Select the bone (leg for example) and click "Add component". Choose "VRM spring bone collider group". A pink ball will appear, yiu can adjust it and add as many as you want from the same component. To finish with that part, drag and drop the bone to the "VRM spring bone" in the "Collider groups" part
That could because of 2 things: -Your model has a very large in file size -Your model is corrupted Try with a different one and see if the problem is still there
hi i would like to task. after following the tutorial and importing the final vrm into wakaru, my character eyes moves when i sync with my face. by moving i meant the whole socket moves and not just the iris . what should i do to make sure the whole eye socket stays or locked in place and only the iris move? thank you in advance
Hello there. I see, I can think of 2 solutions based on what you are telling me. First check your model and test the bones in the eyes. Make sure there is a bone that moves only the iris in each eye. If the iris has a bone to move it, you can solve the problem directly from the final vrm model in Unity. There is a component in the vrm model prefab that is called "VRM Look at bone applyer". There it has the "Right eye" and "Left eye" options. Open those and replace the bone or joint that appears there with the bone that moves only the iris. You do that by drag and dropping it in the right place just like in the "hair step". And you can know the name of the bone from pmxEditor. If the model doesn´t have bones for the irises, edit the model in pmxEditor. Use the "w" option and make sure the head bone moves the whole eye and the eye bones only move the iris. Test it in mmd before converting it again.
@@DenomRs thank you very much i managed to fixed it after realising that it problems occurs in the bone part is attact to the socket and not the iris. thanks for the amazing tutorial.
First of all, try with another program like vMagicMirror or VSeeFace to make sure it´s the model and not the program. If it still doesn´t work, check again that the right expressions are set on each clip and normalize the model in the final export as a preventive measure
Hello! I have this problem where i want to export humanoid firstly and the model seems fine both in pmx and unity, but when i click to t-pose the model's shoe is not in place, which causes my character to weirdly twich in vseeface. Do you know how to solve this?
Skip to the "Normalizing model" step. One of the generated folders will have the spheres, manually assign the correct image to each of the spheres by clicking them and adding the image in "albedo". You can check in PMX editor which image goes in each sphere
So maybe I'm stupid and messed up haha so I'm at the adding physics part and I've added the spring bone script to the secondary part with the bones I want to move but when I click play its still not moving.
@@RuneLightLovely Did you install Microsoft visual studio with Unity? If yes and still doesn´t work, you can right click the assets tab and select "Show in explorer". Place your model in the folder that pops up and that should import your model
Im having trouble installing Unity3D showing saying i need licence to continue or Install the Hub where i don't know how to can help me on this one please.
Create an account on the official Unity site and choose the personal plan. Then login from Unity and it should work. You can use Unity hud if you were able to install Microsoft visual studio. Unity Hub ususally hides that option and that´s why it´s mentioned to not download it since without that nothing works
Check in what window you are. Make sure you are the "scene" window and not the "game" window. Unity will take you the "game" window after clicking play. Once in the right window, select the model in the hyerarchy
I have the latest version of unity downloaded, but it said I need to “download Unity Hub and have an active license” before I can use it, is there something I’m missing or can I not access unity without paying for a license?
You need to create an account on the official Unity website and select the "Personal plan" that is free. The reason to not download Unity Hub is because it hides the option to install Microsoft Visual studio (the program that compiles all the packages used in the video). If you installed it, it´s alright to have Unity Hub
Denom Rs thank you honestly, however I had a question more about the model since I was able to get it into unity, however once I opened it up to configure it only the face was textured and everything else was black, although it had all its textures and works perfectly in MMD. Is there maybe a certain name I have to give the textures or a certain place to put them?
@@Alteviler You can manually assign the textures in Unity in 2 ways: -Right click in the assets part and choose Create/ New material . Name it, assign the texture and the material. Right in the part where you configure the model, there is a "Materials" tab. You can add the materials there and you have to make a material for each texture. Some model parts have the same materials -Normalize the model first and there will be a materials folder when you re-import the model. Open that folder and assign the textures and shader from there
Try reseting Unity by closing it and opening it again. If the expressions are not still there, it´s much likely they were lost in the process. There is alternate way to import models to Unity to avoid data loss. But just to make sure, try with another model and see if that one also loses the expressions, some models may have some corrupted parts
Those holes can be transparency. Change the cull mode to cut out. But if there not meant to be there, compare the MMD material settings and tag and match it in Unity
The model have a long skirt. After i applied the physics, the skirt would overlap with the legs when i moved it left and right. Is there a way to fix this?
Yes, there is a way to fix it. It´s a step I didn´t cover in the tutorial because it´s not necesary in most models. I will make a video about it later but here is the process: Open the model tree in hierarchy and look for the leg bones. Click the thigh bone and in the inspector click "Add component". Add a "VRM spring bone collider". You will notice a purple sphere will appear. Adjust the size so it fits an area of the leg in the inspector. From that same component, you can add more spheres if one doesn´t cover enough area. Models with long skirts usually have 3 spheres. Once you finish, you can copy and paste the component and assign it to the rest of the leg bones. After that go to the secondary bone and in the component that has the skirt physics, assign the leg bones where it says "Collider bones"
When I open files in Wakaru, they have this weird flickery lighting on the face that isn't there with vroid characters. Any idea how to fix that? Like remove that lighting altogether?
You can adjust the parameters of the material in Unity. Change the "Shading color" to something close to the texture color and near white. That will make the color flatter
That´s unusual but it can be fixed. Reset Unity by closing it and opening it again. Then import your model again. If it still has the mouth open, there another way. At step 5 (7:25). There is a facial morph called "Neutral". That is the default model face and it can be adjusted just like any other facial morph. You can close the mouth there if the model has parameter for that.
@@a.spectt1999 The "apply" button should be at the top part in the inspector. It may not appear if you are editing the prefab from the assets tab. One way to fix it, is by reseting Unity (since the vrm package is still in beta, it may act weird in unity. Sorry if I keep saying to reset Unity). If still doesn´t appear, don´t worry. Just save the scene normaly with "ctrl + s". The "Apply" button is to apply the changes to the prefab in the assets tab so you can take it anywhere in Unity without having to set that again. But if you stay the same scene, there should be no problem in the end result.
Hello here. That´s unsual. Go to the secondary bone and check if there is any "VRM spring bone" component with something that´s not a hair bone or empty. If it has something that´s not a hair bone, remove that and try again. If there is an empty component, remove it
i know this is a older tutorial but is there a way to remove the "normalize" on a model? it forces my models arms so far down in luppet they clip into her thighs/hips
You can manually pose the model in T-pose by opening the model tree and rotating the arm bones. When exporting set the "Pose freeze" option and should be alright
@@DenomRs thanks! I seemed to of gotten it, but now I have the issue of my model not wanting to process at all, when I hit "process" (shown at 3:50 in the video) thay window comes up and I wait for it to finish but it never does....I've waited and hour and nothing idk what could be wrong
@@NyanBerri Definetily there is something wrong with it. There is a chance the model is damaged or it has things that only work on MMD. Try with a totally different model and see how it goes to make sure
Can someone help me? In Unity the expressions seem to work fine but when I load it into Wakaru none of the expressions work and it doesn't sync with my face.
That´s weird. Check the Facial settings and Wakaru and make sure the vocals and blinking are enabled. Then click "Start sync with avatar" and wait for a minute. It may take some time to start. Make very exagerated expressions to see if it works. You can also try 3tene or other vrm program to see if the model acts the same way. If the model still doesn´t work, reset unity by closing it and opening it again. Set the facial expressions and click the "Apply" button, save your scene and export the model.
@@cosplaycutea Glad you were able to solve it. Wakaru is not so sensitive to movement so some expressions may not seem to be displayed although they do in a 1%.
Yes, you can change the direction of the light in wakaru and use different shaders. Most of the programs that support VRM are alright with different shaders but in others they look weird.
@@neetidols Sorry, I got confused for a momment. The only thing you can change in wakaru is the light brightness with a slider in the "Controls" tab. However, Wakaru is still in the beta. They may add that option later
Thank you so much for this tutorial. It's was super easy to understand and actually explained things that many other tutorials didn't even explain.
Also thank you for being clear about the conversions for many model / edits in the MMD community that don't allow it. As someone who has been involved with the MMD community for 6+ years I am grateful you have respect for other people's work that have specific terms on converting outside of MMD. Keep it up!!
I am glad my tutorial was helpful :D I have also been in the MMD community for some time by now and that´s a very frequent topic. Thought I would be important to include that in the video because of that and since I also make models from scratch
I needed help with springbones since Dyanmic bones is different. thank you!!! this is so helpful~~
I´m glad it helped :D yeah, dynamic bones work in a different way
im so glad i was able to find this again had an issue with a model i was working on and had to convert her to mmd and fix it which ment i had to convert her back
Glad this has helped you :D
THANK GOD, i needed it
Life saver!!!
Glad this helped you :D
Thank you for the tutorial! Saved my life
I´m happy it helped you :D
Alex Finechi's dad!? I knew you were epic, Randy.
@Lucca Thiago First of all, botting is gay. Second, ur gay
This worked well thank you. But I have a small issue because of the model I'm using, there are some parts that don't move correctly, they move like they're linked to the hip, but in the hierarchy their joints aren't children of the hip but of the knee. Do you know how I can fix that?
This tutorial helped alot Thanks, but when i imported the model it had no textures and at the bottom it said"GetMMDModel:System.InvalidOperationException: There is an error in XML document (9, 20)" im kinda confused about it. can anyone help?
You can skip to the normalizing model step and manually assign the textures at the "Materials" folder. The errors seems to be caused by the model itself, check with a different one just to be sure
@@DenomRs I did that and the materials are on the model now Thanks! however, it wont let me export the model as a VRM and it just says "'Assets/MMD4Mecanim/Editor/MMD4MecanimEditor.dll' uses obsolete Unity API" did i download the wrong one or is there something im missing. Nevermind, i figured it out i downloaded the 0.66.0 instead of the one showed in the video. Thanks So Much! (this is probably gonna be like a paragraph) I did everything up to the expressions but the U_char tabs wont show up and the character models mouth stays closed
@@PikaGirl7 Check that the expressions are meshBlends. Expressions with null values and that are bone positions get lost. If your model has expressions like that, normalize them
I have a weird thing with the model I'm trying to port over. After replacing materials with the vtoon, the various model features all appear. When I mess with the sliders on the mmd4 mecanim script page for the model, it doesn't appear to actually manipulate any of the model's features, except for a few specific things on the model itself. The sliders in MMD work fine when I manipulate them in there however.
I'm going to guess to say that some extra configuration would be needed but I'm really not sure what I'm supposed to be doing in these regards to address it.
also a quick edit but most of the features and expressions appear to be done by fading between different textures, and things like hats are faded in as you bump up the slider in mmd
Texture sliders are lost when converting the model due to how materials work depending on the program. You can manually make the parts transparent by setting the material to cutout, then click the main color box and a color wheel will appear. The last slider is the opacity. Set it to the minimum
@@DenomRs Ahhh. Well alright, I'll just have to do that when I try that model again.
Also while I have your attention, can I ask for suggestions on what to do about something else? I've managed to port another model to vrm, but when it blinks, the skin of the model appears to tighten up all over, if this makes any sense.
@@HobkinBoi That sound weird for blinking but I have seen fractured faces and other similar cases haha before normalizing the model, click the model in assets and in the first tab called "model" (right before "rig"), scroll down and set the "Blendshape normals" option to "none". If it still breaks, set the shading color to white
@@DenomRs Peeeeerrrfeeect. That worked out nicely. Many thanks!
Howdy! Nice tutorial but i have a problem. when i go to rig the model to humanoid, all the textures are gone. is there any way to fix it or do i skip the step? Edit: no Materials folder appears when i do the PMX2FBX conversion, that might be of use
Edit 2: i found the problem, i was using an older version of unity
Oh yeah, some Unity versions can be headache haha good to know it was solved
Is it possible to add collision physics to the clothes so it doesn't phase through the body (e.g. dresses passing through the legs); if yes, how? Maybe a collider component?
I've never used Unity in my life so this might sound like a dumb question lol
Thank you in advance! Great tutorial!
Hey there, in step 5 the facial expression don't actually show up for me. More specifically I don't have any tabs under "BlendShape". I don't know the first thing about modelling, but in the .Textures folder I have .png files of both Body and Face, with the latter having all the different facial expressions that's needed. Is it possible to assign them in any way?
That´s unusual, it means the facial expressions were lost in the conversion process. Try reseting Unity and converting your model again. If it still doesn´t show up, there is an alternate way to import the model to avoid data loss. It is with Blender and the CATS plugin. Import your model with the CATS plugin and click the "Fix model" button, then export as an FBX and continue. If the facials still don´t appear, it means the model file is corrupted
Hello! I followed your instruction but went out the model's facial expressions not working... the bones and physics are fine, just no facial expressions. I use the KH3 MMD Elsa model. Can you help me? Thanks in advance! ^^
Oh never mind, I tried again and it worked 😂 thanks for the tutorial, very useful!
@@hieuphamelson Good to know it worked in the end. Glad it helped you :D
Yes thank you for the tutorial, very easy to understand ^^ although some how the model's right eyeball go out a little bit 😂 I think I'll convert another one now.
@@hieuphamelson Oh my... haha that could be because of 2 things:
-The model has additional bones
-The wrong bone is set in the eye when you click "configure". You can manually assign the right bone and test it with the rotation tool
Oh wow, okay thanks! ^^ I'll check it out.
Hola! Muchas gracias por el tutorial, fue muy útil! Aunque estoy teniendo un pequeño problema, quiero añadirle físicas a un modelo pero no tiene un hueso secondary, habría alguna manera de poder arreglarlo o hacer que las físicas funcionaran?
Hello! Your tutorial was very helpful, but recently I got a problem. When I uploaded the model in Unity, it lost its textures/materials and Unity replaced it with default textures/materials. I didn't saw a thread anywhere about this problem (MMD related, not Blender/Cinema4D), so maybe you or maybe someone else viewing the video may find the solution?
Thanks in advance!
Glad my video helped :D that´s a common issue. You can manually create new materials and assign the right textures to them. Then manually assign them to the model.
Or you can skip to the "Normalizing model" step and when you re-import the model there will be a folder with the materials. Manually assign a texture to each of the materials.
You can check in PmxEditor which textures are assigned to each of the materials at any time while setting them
Thank you))
Glad it helped :D
Got lost at fixing expressions with VMX editor. No idea how you go the file in there to edit.
Click the model in the hierarchy and look for the "Blendshapes component". Click that´s inside the box and it will take you to the right folder. There are all the expressions. Although I will make a more in depth video about it later
My head is not moving in wakaru but my eyes and mouth are perfectly moving and tracked how to fix it??
Pls. I need help
In the first model configuration step. There is part in which you click "Configure". Make sure to have set the right bones in each part of the head and neck. Remove the jaw bone if something is set
@@DenomRs Oohhh ok thanks!! I'll try to fix it.
very nice ... tooked alot time
Yeah, it may take time depending on the model. Physics are usually what take the most time
Hi Denom! I recently added in a vrm head over a pmx body, I'm trying to convert them but it seems that when I put the materials for the face, it goes haywire. Not sure how to fix it?
Hello there. I see, check that the right texture is assigned and check the material settings in cull mode. Change it from "back" to "off"
@@DenomRs yup! Right texture is assigned, however, it's not aligned. Its just for the textures on the vroids face.
@@eclipsech Is your head texture divided in 3 parts? (normal skin, black square and blue square with rainbow lines)
Say is there a way to compress vrm s?
I have a pmx that converts to a 178meg vrm.
I tried merging vertexes and reducing textures, but that only brought it down to lik 78megs.
Using DSSC it converts fine and works, but is way over 60 megs.
If I use modelconv, it converts to a 24 meg vrm but is missing ik feet bones.
sigh
That’s a lot of space. There are a couple of ways. The easiest way to do so is by checking the “Use Sparse Accesor” option right at the export window. If that doesn’t work, remove the expressions you don’t need. Specially the expression that change the body. And if that still doesn’t work as well, separate the head from the rest of the body and remove all the face expressions from the body like this:
ruclips.net/video/HD-lZBWC3JI/видео.html
After converting the mmd file to vrm, I couldn't find the secondary file in the hierarchy, is there something wrong with my conversion process?
At 5:47 in the video you said to select all the spheres without transparency now i don't know if i'm being dumb but how do i understand which ones are the transparent ones? In the model i'm working on the transparent and non transparent textures doesn't seem to be sorted.
The ones with transparence will have pitch black squares (the color black means "no info"). If those are not displayed, you can either manually check the textures of the model and see which ones have transparence. Or you can see them all as materials with transparence if those are a lot. If the materials don´t have transparence, they will not be affected
Hello! Everything was working fine up until the export part. There's no option for me to export the model as VRM.
I see. Does Unity show you any error message when you try to export?
@@DenomRs I'm having this issue as well. In the VRM dropdown it only has the option of "UniJSON -> Generate ConcreteCast".
@@KeyAndEnter If it happens when you import the normalized model, it´s much likely that your model is damaged or corrupted. Try to clean it up in PMX editor before converting it to VRM. Check for hidden bones and null mesh points
dose this stil work on newer versions im having a problem were it keps moving the top most addon and moves it back a litle for no reason and i kant move it back to its original position
The MMD to Unity converter doesn’t work well in newer Unity versions. This method works better when it comes to MMD models:
ruclips.net/video/HD-lZBWC3JI/видео.html
tnks for repliing houd i mis your updated version@@DenomRs
in the final of the process, the right eye of my model is blank and I can't put on the right spot
Manually assign the right material (sphere) to it by dragging it from assets to the model in the scene directly. If it still looks weird, check the materials folder and change de culling mode of the eye material
I know I am years to late, but I seem to be missing 2 core bones, and both sholder bones on my model so have no idea how to add those, also I did the whole vrm > mtoon thing and the textures and colors I had went from close to what they where suppose to be to muted and flat after changing them over is that normal?
It´s alright, some bones are there but they need to be manually assigned and others get lost if they are not connected to anything. As for the mToon, it is normal. To change it, add a darker shadow color and set the "toon shade" to the minimum
Turned out where I tried to manually add the other core bones it messed with the shoulder bones. I ended up just saying oh well to the core bones and went on I got to the last step where you export it again. And I got a jawbone error which I'm suppose to delete from the inspector section via importer rig. Which I don't have access to. And I have about 20 or so (bone) hierarchy contains other root (bone) errors under the jawbone error. But because I can't remove the jaw bone setting I'm stuck.
Hello! Thank you for the awesome tutorial! I noticed you had some attempts with Nemimi Chiiki from Kafuji, did you happen to have any success with her? I am attempting to convert her as well, however all of her blendshapes get destroyed upon conversion and she is missing U-Char_3. Have you managed to figure out the issue with her? Thank you again, this tutorial is great!
Hello there. Yes, that is because her expressions are bone positions instead of blendshapes so they get lost. The expressions must be normalized in PMX editor before importing to Unity. In the minute 7:40 of this other video I explain how:
ruclips.net/video/HD-lZBWC3JI/видео.html
I've made some progress since the last time I tried this. I can now complete the tutorial fully, but when I import the .vrm file into the program I'm using, the arms are pushed back in a very unnatural position. Everything else such as the hair physics work fine. Is there something I might've missed?
Does that happen when you re import the model or in the final model?
@@DenomRs I would guess that it's the final model, as in the one I've exported the second time. Within Unity itself the arms are basically T-posed and look okay.
@@Luce_3 Check in model in PMX editor and make sure there is not a secondary skeleton or too much bones in the arm. If so, you can edit the model there or back in the minute 4:20 check which bones were added to the arms when you configure the model skeleton
@@DenomRs This is what it looks like: imgur.com/a/TJAGz24
To me it doesn't seem off at all, but I don't have a lot of experience with this. Maybe the problem is rather with the software I'm loading it into (Desktop Kanojo)?
@@Luce_3 Hmm... what model are you trying to convert?
can physics be skipped completely? everytime i try to add them everything goes downhill and my file ends up completely destroyed for some reason... and the model i'm using doesn't really have any parts that need to move (only one strand of hair that's barely visible). won't it be a problem to just skip this step or will it make an error?
You can skip the physics step without problem. Unlike other steps, this can count as optional. But you the hair won´t move
@@DenomRs whew, that's good! thank you dude ❤️ your tutorial is great ^^
@@antross6433 Glad it helped :D
Thank you! You helped me a lot!😊😊😊
I am glad it helped you :D
note for anyone who have same struggle with it as me, use exacly the same unity version & uniVRM or it may not work
Yeah, since it’s been a while for this video some Unity components have changed a lot
thanks for the tutorial. more or less great, but I have a problem on export. I have large number of un-dismisable errors that stop me from being able to export. these seem to be caused by the physics scripting, and read that "[bone] hierarchy contains other root [bone]. any suggestions on fixes?
It looks like the model you are trying to convert has duplicated bones or it´s not cleaned up. That can be fixed by cleaning up the model in pmxEditor before the conversion or try changing the name of those "root" bones and only leave one with that name
@@DenomRs cool, will try.
followup question, but uh... my feet broke. I found that the feet of my avatar moved incorrectly with the rest of the body after exporting the Vrm version. At first I thought the weight-painting on the PMX was messed up but turns out thats fine, I checked it in both PMX editor and blender, so its got to be happening somewhere in the conversion process. best guess would be with normalization But IDk where. any Idea what could be going on and how to fix (I think I could probably put the character in a t-pose Manually in blender and Export The PMX, then miss the normalization step, but IDK)
@@QuartzRoolz It could be the normalize step or in the wrong leg bones are set in "configure". Check which bones are set in "configure" when you add the humanoid skeleton and test it from that window. If it´s the normalize, manually put the feet in the right position
had the same issue, it was caused by me selecting joints that were under a parent joint. To give an example lets say it was a strand of hair, and under that strand named "hair_1" there was another drop down for hair_2, then one for hair_3, and so on, and deselecting all but the parent, in which here would be hair_1, fixed it
@@akaSmile13 Thank you for sharing this :D
Great tutorial, I'm having a strange problem though. I follow the tutorial up to the rigging part and the model works fine but after the rigging process my model loses all materials attached to it and all of the materials become textureless. Any help would be much apreciated
The best way to solve it is to skip to the "Normalizing model" step. Once you import your model again, there will be a "materials" with all the materials. Click one and manually assign the textures
Just a question, how do ya import VRM file to Wakaru?
You go to the folder in which you have Wakaru installed, open the Models folder and place it inside VRM.
In my case, this is path:
C:\Program Files (x86)\Steam\steamapps\common\wakaru\Models\VRM
I also have a video on how to do that if you are still not sure: ruclips.net/video/LBQsZYyt5io/видео.html
When I do the last exporting, this happens and doesn't export:
imgur.com/a/iKZtk6O
And the exporting window flickers when my mouse moves in it.
I see. Try reseting Unity again and then check if the blendshape tree is set in the right box component
I got a lot of errors in Unity.
Had the thing where the models body and clothes textures weren't in place?
Seemed to just correct itself after a while?
I cant play with the model in Unity, but exporting seems to work and I was able to use the model in a VR app and it worked fine?
So thanks!
haha Unity can be really weird at times. Glad it worked fine at the end
very helpful! you walked through everything
there were some hiccups because the newest unity has its menus in different places, and i didnt have to press apply for the prefab? idk
but i do still have a problem: so i have physics applied to a cape-like outfit, it unfortunately clips through the character's arms by going straight down through them, how would i fix that?
Gald it helped :D there is an extra step I did not cover because it pretty much needs it´s own explanation and the video was already very long and could have been confusing. You have to do this to avoid clipping:
-Click the bone of the part you want the cape to collide with (let´s say the chest bone). In the inspector, click "add component" and search "vrm spring bone collider". That will add a pink sphere. You can modify it to cover up as much area as you want and you can add more than one in that same component
-Go to the "secondary" bone and search for the component in which you added the cape physics. Drag and drop the bone with the collider group in the area that says "bone collider groups"
thanks a ton broski
You are welcome :D
Hello, I'm having a problem with the VRM export. There is no "Export as humanoid" option, only "Export UniVRM-0.64.0". I did try that option to experiment, but I'm a complete newbie at Unity, so I had no idea how to continue forth. I have Unity 2019.4.0 for this project, I've tried with the version you used in this video and the export option didn't even show up, despite refreshing Unity multiple times. I used the one you showed in the very beginning too, but it had the same problem as the version I'm using right now. Any idea what's going on? And lastly, your tutorial has been of great help thus far as well! :D I'm just not a Unity master haha.
Hello there, that´s unusual. Did you install Microsoft visual studio?
@@DenomRs Yep I did. I have the 2017 and 2019 versions.
yours is the best video on this topic thank you thank you thank you! I do have one question, for the facial expressions i cant seem to get my eyes to move left or right, just down??
Glad it was useful :D try changing the webcam position or angle and see if it works. Wakaru is not so sensitivy to movement. If the eyes still don´t move, make sure that the eye bones are set in the vrm.
There is a component in the vrm model prefab that is called "VRM Look at bone applyer". There it has the "Right eye" and "Left eye" options. Open those and replace the bone or joint that appears there with the bone that moves only the iris. You do that by drag and dropping it in the right place just like in the "hair step". And you can know the name of the bone from pmxEditor.
Hey this this was helpful to create the easier avatars but the problem about this is that when i put it back the vrm to change facial expressions (which the size of them is 45-60mb) it crashes and it lags my computer. can you fix this problem.
Glad it helped. I actually found what caused that issue. With this method you can avoid it: ruclips.net/video/HD-lZBWC3JI/видео.html
just a question tho, do you familiar with Virtual Droid 2 app? the app uses vrm files for the avatar, so i converted some mmd avatars to vrm, no problem during conversion, but it cannot load to the app.. idk what to do. imma very noob at this
btw this vid is really helpful, even amateur like me easily understands it thank you.
I´m happy the tutorial was useful to you :D I know the app. In most cases it can take a couple of minutes for the model to load. Try waiting around 5 minutes. If your model has a very large file size, click the "Reduce blendshape size" when exporting it to VRM
@@DenomRs Okay will do, thank you 👍🏻
Awesome tutorial! My only issue is that none of my spring bones work. Any ideas on how to fix it?
Thank you. Try checking the model on it´s own and make sure the bones are actually controlling those zones. If yes, sometimes they may not work in Unity but will work alright in the program
Your tutorial is very helpful! Do you know if this is leap-motion compatible, though? I recently got one and I am only have issues with proper tracking when using it in 3 tene with the model- the fingers and wrists sync to opposite hands for some reason (one hand controls another hands fingers). Thanks!
I´m glad it helped :D I don´t have leap motion so cannpt really tell what issue could be. But if the model has all the bones set correctly, it should work with everyone VRM model. Does that happen with other models?
@@DenomRs I actually bought Luppet to see if that was the issue, and the model actually works fine there! it must be something wrong with 3tene itself instead of my model.
@@Tipplet Yep, it´s much likely there is an issue with 3Tene if teh model works fine on Luppet. You can try reinstalling 3Tene or checking the calibration if you still want to use it there. Good to know your model is alright :D
so uhh... the model lost it's expressions. I know the model had them originally, I made them. I've tried a lot of other ways but the expressions do not show up what so ever.
That happens because of 2 things:
-The expressions are not Blendshapes. Only expressions that deform the mesh are allowed in VRM. Texture image changes, bone positions and material changes get lost
-The expressions have null values. Expressions must have vertex postions saved. If the expresisons are there but the values are null, it can be solved by saving the current position of the expression in the test window and applying the expression again
@@DenomRs ooohhh... well then
@@jarkkodacakefox1975 The same process of saving the vertex positions and adding the expressions again works for both null values and bone positions. You can try it if that´s the case
THANK YOU SO MUCH
You are welcome, Kurama :D
Hello, I keep getting this error when i try to normalize my model to vrm. imgur.com/4AlM2Qe how do i fix it?
Hello there. Click the model in the Hierarchy and make sure you have the position and rotation values in the number zero
@@DenomRs Thank you!
i know this video is old but, whenever i try and export my model i cant because theres no author, and i have no idea how to add one since my model went from vroid to pmx to unity, any idea how to fix that?
Write anything in the “author” box. Something like “unknown” works
@@DenomRs that issue says "all authors is whitespace, and there isnt an author box to actually type in
@@spider-zi6cn That´s weird. That box should appear in the main prefab and just when you are about to export the model
heya great tutorial. Im having a problem with the uniVRM... when downloading the VRM on unity. the "VRM" tab at the top wont appear..... ive installed it, deleted it, tried it on a diffrent project, but still it didnt worked
Thank you! Try with a previous version of uniVRM and see if it works
@@DenomRs thank you! I will update you if it still doesnt work :)
@@DenomRs nope nuthin, still didnt work... odd
@@sonofbigdog Hmm... do you have Microsoft Visual studio installed?
@@DenomRs yep... downloaded
in 5.49,how do you select all the material in the bubbles?
Click normally the first one. Hold the shift key and click the last one. That will select them all
I downloaded unity, not unity hub, but when I try to run it a pop up says no valid license found. Do I download hub instead?
That´s normal, you just need to create an account in the official Unity site and choose the personal plan. Then just log in from Unity. In case it doesn´t lt you log in, Download unity hub. Just make sure to have installed Microsoft Visual studio from the Unity installer sonce Unity hub may hide that option
For anyone trying this now. I was held up on the unity install portion due to a license being needed so had to install the hub, login, activate license, and then uninstall hub haha
Actually the reason to not install Unity Hub is because it hides the option to install Microsoft Visual studio and without that the packages don´t work. If you could install it, it´s okay to have Unity Hub
Hello! This tutorial is really informative and I am extremely grateful you made it so simple to understand.
I wanted to ask if this is the same process for use in FaceRig specifically? Thank you for your time.
Glad you liked it :D The process to convert Face rig models is almost the same. Although Face Rig models work with bones in the face, VRM models work with blendshapes. You would need to make blendshapes for the model before converting it. Otherwise the model will not have expressions
@@DenomRs Thank you! I'll have to take a gander at this. Very much appreciated.
@@dapperdarling You are welcome
@@DenomRs I just realized you mentioned Wakaru in the title, and I thought about trying that program. This tutorial is for that? Just wanted to confirm, and whether or not it would be any other steps. Thank you so much, again!
@@dapperdarling This tutorial is to set up VRM models. The ones that Wakaru supports. There are more programs that support this format like Luppet, 3Tene, VUP and more
nice tutorial for all vtubers🥰 thanks
Glad you like it :D I have a few more planned about avatar creation
tried from V-katsu PMX, checked steps for see if miss something, and still output a glitched mesh. dont expect this method works without be fixed in blender before make VRM
That is correct, v-Katsu models need a special clean up on their own to fix that, remove the 200 overload bones and the 350 expressions that don´t do anything. I´m planning video specifically on those models
Man your Tutorials are great amigo! may i ask you to do a tutorial on how to Convert the FBX to VRM? whenever I do all the blendshapes are gone and gives a lot of errors. would be a huge help if you do that mate.
I actually have a that planned. I´m testing a couple of things to cover up as many errors when it comes as possible and to explain what happens when some settings are missing
hi!!! it like some help, it says that the left foot is missing?? im confused
Some models have extra bones and Unity may take bones that are not connected to each other. You only have to assign the right bone in the green figure manually
thx bro
Glad it helped!
wow c’était long mais utile merci beaucoup, just my character in Wakaru just doesn't detect my mouth even on the microphone, how do we do that?
Make sure to have set the facial morphs correctly, apply the changes and save the scene with ctrl + s. Import your model again to wakaru and click "Initialize avatar sync". Also check it the mouth sync is turned on in the settings. If it still doesn´t work, try out with 3tene
@@DenomRs D'accord merci beaucoup
I don't know how long it may take to answer this but at 11:08 you show your just simply dragging and dropping the bones to work for dynamics and welp I can't seem to even do that. It is not letting me simply do that like doesn't registered the bones even exist in that menu
wait some how it working now? do I have to select secondary in some special way? I was so confused with that spot
@@RaccoonRezillo Unity may get a little wacky sometimes. Just clicking the "secondary" bone should open the menu. And just casually drag and drop the bones by clicking and moving the mouse at the same time. Otherwise the menu of the bones will get opened. If Unity keeps doing weird stuff, close it and open it again. I hope that helps
@@DenomRs yeah I realize you need to select the one up in the hierarchy not the one inside the project folders. Thanks for this tutorial btw, it did help me make a VRM formatted avatar :)
@@RaccoonRezillo I see. Glad it helped :D
The VRM tab in Unity is not appearing help
Nvm I see the tab now but the Exporting option is not there
It should be as "export humanoid". Try reseting Unity by closing it and opening it again
My computer keeps freezeing every time I try to import the first VRM iteration, y'know, the one that was just to normalize it. I mean even the cursor stops moving it freezes so bad!
There are a couple of causes for that:
-Some scripts may have been uncompilled. To solve it, try reseting Unity by closing it and opening it again.
-Some models may take several minutes to load because of the file size. Waiting can solve the problem. Check how large the file is.
-The model may be corrupted or has some components that overloads it. This can be solved by cleaning up the model in Pmx editor or Blender before taking it to Unity.
-Outdated drivers.
You can try with a different model and see if the problem remains.
Heyo Denom! I got a question which has bugged me so much I decided to just sleep by the time this comment gets out. So basically I did all the steps and it sorta worked? Like physical movements are A ok but the problem I'm facing with rn is that there is no face recognition or even expression working. I try to change the settings in the softwares I've been using (Vseeface, vmagicmirror and Wakaru) but none worked. Also idk if this is a pmx thing but the eyes on my model don't track either. Plz help this is pain qwq
Hello there. That´s a curious case. I can think about some possible causes:
-Your mic has an issue or is not set in the program
-The expression were not assigned correctly
-You can have the same parameter set in several expressions. Having the same parameter in several expressions over loads the program and the expression is ignored as a whole
@@DenomRs Yoo aite thats high key fascinating but wdym by the 2nd and 3rd statements tho? (also imma keep it real cheif you sound badass ngl keep up with the hussle!😎🙌🙌)
Just to contradict, I would really recommend using Unity Hub.
haha the reason to not download Unity hub is because most of the times it hides the option to install Microsoft visual studio and without it the packages don´t work. But if you were able to install it, there is no problem with having Unity hub
@@DenomRs It really makes life better. I kicked myself for not installing Unity Hub before I first installed Unity. They should encourage people to use it as the main entrypoint.
good tutorial, but didn't tell us how to fix models where the textures do not load, there are a lot of japanese and chinese models that will not be loaded with unity since the computer can't read the kanji characters so it simply does not assign missing textures.
good tutorial, but im completely stuck.
I see. I will have that in mind for a shirt video covering that specific detail. In the meantime, you can try with this other method: ruclips.net/video/HD-lZBWC3JI/видео.html
Thank you! It works, but on one of my models, it is still gray on some places. I put the textures on all the materials, but it still didn't work. Also, some of the blend shapes don't load for some models.
RUclips didn´t tell me about your coment, sorry about that, The textures could be an issue directly on how the model is textured. Check how those parts are textured in PMX editor. As for the blendshapes, do you mean directly on the model or in the program you are using the VRM?
what should i do if adding material ruins the color of hair, wings and clothes?
You can leave that shader if you want but it may break in some programs. Other option would be to play around with the settings of the material to make it look like in MMD
Great, but to convert a vroid model, vrm to mmd, is it the same? Is the process the same?
Thanks :) I have a tutorial on how to convert vRoid to MMD:
ruclips.net/video/_GPXKmVL7EA/видео.html
Hi, This was really helpful, but I am stuck trying to apply this video to just a hair preset. The error I get is "No Animator in ExportRoot" Could you help me please?
Hello there, glad it helped :D just a question, will you add that hair to a VRM model? The method has a small diffrence if that´s the case
@@DenomRs yes! for a better understanding, I was trying to use a pmx hair preset file. I assume that (using this method) I could convert it into a vrm file, and ultimately use it in vroid studio on a model that I am creating. If my understanding is wrong (which it probably is xD) please do let me know!
@@oranch9092 You will add a PMX hair, to a VRM model, ypu don´t need to convert the hair to VRM. You have to add it directly to the VRM in Unity. I have a spanish version of that process but I will translate it to english later
@@DenomRs I will eagerly wait for the english translation! In the meantime I'll try to follow along the spanish version!! thank you for helping and replying to me!
Hello, it's me again. I've run into another problem that I didn't find any solution on this either, since as I saw no one actually had it in the comment section of videos like this one. I tried to ask people about it, and no one got any clues on how to fix it, so I decided to ask you.
There is a problem while importing a model into Unity for the first time just to port it to VRM. I tried to import a model and it got stuck at "Level1 Passed 5 = ????" and something close to it as I tried to fix it. For a small test I tried to delete every single bone in the model and it actually loaded everything, but it couldn't work as a stable model of course. I also tried waiting, and after an hour or so I just gave up, it didn't load a model or anything, just got stuck on this "Level1 Passed 5" thing.
I also tried to import my other models, but it worked smoothly, so I don't really know what's the problem - if it's the model itself that got some "bad bones" or Unity just broke for me.
Anyway, I'd be happy for any answer. Thanks in advance!
If it worked with other models, it´s much likely that the model file itself is corrupted or that it has a hidden component that only works in MMD but crashes other programs. Check the model´s bones, physics and expressions. Out of place physics and joints can be a huge issue and make sure there are no "null" expressions. A safe way of doing so would be removing the head from the body and cleaning them up separatly. Make sure there no morphs in the body and add the head again. Then remove al physics and try to convert it again
Quick question, when I convert my model to VRM, the face turns black (except for the eyes). Anyway to fix this?
That means the meshes were inverted in the process. To solve it, go to the face material and set the "cull mode" to "off"
Uhhh i know that this video is very old but i can't find my character material :v i can see the the material but when i tap in i can't really find the texture 😭🤧
That’s unusual. It should be in one of the folders. Or in any case you can try this newer method:
ruclips.net/video/HD-lZBWC3JI/видео.html
@@DenomRs thank youuuuuuu :D
@@DenomRs oops but i told you the wrong problem my problem is my character have no texture 🤨 why! i can see alot of another video but all of them have texture but why i don't
@@tinhoibixam909 So that is the issue. In that case it seems your character specifically doesn´t have a texture for that part or parts. You can manually set the colors in the spheres if that´s the case or make your own textures in photoshop, krita, Photopea or even paint
@@DenomRs hm my character file have two model in one file i think it's the reason why the character is only white and no texture
So im not sure if im doing something wrong but whenever get to the 5th im only getting the 79-89 sliders for expressions. Im using the Chiiki Nemimi by kafuji if anyone wants to help me x.x
I will take a look at that model. The loss of expressions are due to 2 things:
-The are bone positions and not blendshapes
-They have null values
@@DenomRs I ended up just giving up on it and using the model you used in the video. How much do you normally charge for conversion?
@@seraphina_fall8679 Most common price is $18 US dollars but it can be more or less if the model needs additional clean up or something to be fixed
hello. If I may ask, how do you set cloth physics? I've set springbone to cloth. The cloth can move, but when they collide with body, they just go through body, not collide. How can I fix this?
There is an extra step I didn´t cover because uniVRM back then was unstable and could make Unity crash. Now it works well, you have to open the model tree and search the bone of the part you want to have collision. Select the bone (leg for example) and click "Add component". Choose "VRM spring bone collider group". A pink ball will appear, yiu can adjust it and add as many as you want from the same component.
To finish with that part, drag and drop the bone to the "VRM spring bone" in the "Collider groups" part
@@DenomRs thanks for your long answer. Your explanation is really helpful. I'd like to try later when I'm home.
My computer crashes everytime I try to reimport the normalized vrm model back into the unity project..
That could because of 2 things:
-Your model has a very large in file size
-Your model is corrupted
Try with a different one and see if the problem is still there
hi i would like to task. after following the tutorial and importing the final vrm into wakaru, my character eyes moves when i sync with my face. by moving i meant the whole socket moves and not just the iris . what should i do to make sure the whole eye socket stays or locked in place and only the iris move? thank you in advance
Hello there. I see, I can think of 2 solutions based on what you are telling me. First check your model and test the bones in the eyes. Make sure there is a bone that moves only the iris in each eye.
If the iris has a bone to move it, you can solve the problem directly from the final vrm model in Unity. There is a component in the vrm model prefab that is called "VRM Look at bone applyer". There it has the "Right eye" and "Left eye" options. Open those and replace the bone or joint that appears there with the bone that moves only the iris. You do that by drag and dropping it in the right place just like in the "hair step". And you can know the name of the bone from pmxEditor.
If the model doesn´t have bones for the irises, edit the model in pmxEditor. Use the "w" option and make sure the head bone moves the whole eye and the eye bones only move the iris. Test it in mmd before converting it again.
@@DenomRs thank you very much i managed to fixed it after realising that it problems occurs in the bone part is attact to the socket and not the iris. thanks for the amazing tutorial.
@@shiroshiorimo Glad it helped :D
For some reason, after following all your steps, mouth tracking and eye(pupil)tracking won't work.(blinking works fine). Is there any way to fix this?
First of all, try with another program like vMagicMirror or VSeeFace to make sure it´s the model and not the program. If it still doesn´t work, check again that the right expressions are set on each clip and normalize the model in the final export as a preventive measure
Hello! I have this problem where i want to export humanoid firstly and the model seems fine both in pmx and unity, but when i click to t-pose the model's shoe is not in place, which causes my character to weirdly twich in vseeface. Do you know how to solve this?
Hello there. Check the bone structure of the model. Some PMX models have a secondary bone structure in the legs and that leads to that kind of errors
what to do if the model shows up correctly, but with no texture?
Skip to the "Normalizing model" step. One of the generated folders will have the spheres, manually assign the correct image to each of the spheres by clicking them and adding the image in "albedo". You can check in PMX editor which image goes in each sphere
@@DenomRs thank you so much! i have been watching your tutorials for a while but never really got to subbing, so have one more subscriber
@@bishoooonen That sometimes happens haha thanks fpr subscribing :D
So maybe I'm stupid and messed up haha so I'm at the adding physics part and I've added the spring bone script to the secondary part with the bones I want to move but when I click play its still not moving.
That may happen at times in Unity but it will work fine in the program you are using
Umm...Actually I Cannot Drag And Drop The Folder, Or, File...What Happened?
Drag it to where it says "Assets" and it should be okay
@@DenomRs I REALLY Did That Too! But, Still, It's Not Working! What Can I Do? ( ´ д`)
@@RuneLightLovely Did you install Microsoft visual studio with Unity? If yes and still doesn´t work, you can right click the assets tab and select "Show in explorer". Place your model in the folder that pops up and that should import your model
Im having trouble installing Unity3D showing saying i need licence to continue or Install the Hub where i don't know how to can help me on this one please.
Create an account on the official Unity site and choose the personal plan. Then login from Unity and it should work. You can use Unity hud if you were able to install Microsoft visual studio. Unity Hub ususally hides that option and that´s why it´s mentioned to not download it since without that nothing works
tks for the tutorial! Well it's ez to understand so I complete my model! and I wonder what it's the game in the second example, I was intersted.
I´m glad it helped :D the game is called vWorld. This one: naby.booth.pm/items/990663
When I hit the play button in Unity it doesn't let me move the model around to test the physics. What am I doing wrong?
Check in what window you are. Make sure you are the "scene" window and not the "game" window. Unity will take you the "game" window after clicking play. Once in the right window, select the model in the hyerarchy
I have the latest version of unity downloaded, but it said I need to “download Unity Hub and have an active license” before I can use it, is there something I’m missing or can I not access unity without paying for a license?
You need to create an account on the official Unity website and select the "Personal plan" that is free. The reason to not download Unity Hub is because it hides the option to install Microsoft Visual studio (the program that compiles all the packages used in the video). If you installed it, it´s alright to have Unity Hub
Denom Rs alright I have it set up, thank you, I’ll let you know if I run into further issues
@@Alteviler Good to know :D I´ll be here in case you have more issues
Denom Rs thank you honestly, however I had a question more about the model since I was able to get it into unity, however once I opened it up to configure it only the face was textured and everything else was black, although it had all its textures and works perfectly in MMD. Is there maybe a certain name I have to give the textures or a certain place to put them?
@@Alteviler You can manually assign the textures in Unity in 2 ways:
-Right click in the assets part and choose Create/ New material . Name it, assign the texture and the material. Right in the part where you configure the model, there is a "Materials" tab. You can add the materials there and you have to make a material for each texture. Some model parts have the same materials
-Normalize the model first and there will be a materials folder when you re-import the model. Open that folder and assign the textures and shader from there
i get an error about the mtoon plugin and it wont show up...would i have to drag in the folder again?
What does the error says?
I'm having so many problems that I solve after I comment them..
My model doesn't have any options to modify expressions?
Try reseting Unity by closing it and opening it again. If the expressions are not still there, it´s much likely they were lost in the process. There is alternate way to import models to Unity to avoid data loss. But just to make sure, try with another model and see if that one also loses the expressions, some models may have some corrupted parts
Hiya, I'm having problems with the textures. Some parts look like they have holes in it and I've been tryna fix it for five minutes now-
Those holes can be transparency. Change the cull mode to cut out. But if there not meant to be there, compare the MMD material settings and tag and match it in Unity
When i open the vrm model in wakaru not all of the expressions are there, do you know why? i cant figure it out
The expressions are not displayed in the tab or the model doesn´t make the expressions when you make them?
The model have a long skirt. After i applied the physics, the skirt would overlap with the legs when i moved it left and right. Is there a way to fix this?
Yes, there is a way to fix it. It´s a step I didn´t cover in the tutorial because it´s not necesary in most models. I will make a video about it later but here is the process:
Open the model tree in hierarchy and look for the leg bones. Click the thigh bone and in the inspector click "Add component". Add a "VRM spring bone collider". You will notice a purple sphere will appear. Adjust the size so it fits an area of the leg in the inspector. From that same component, you can add more spheres if one doesn´t cover enough area. Models with long skirts usually have 3 spheres. Once you finish, you can copy and paste the component and assign it to the rest of the leg bones.
After that go to the secondary bone and in the component that has the skirt physics, assign the leg bones where it says "Collider bones"
When I open files in Wakaru, they have this weird flickery lighting on the face that isn't there with vroid characters. Any idea how to fix that? Like remove that lighting altogether?
You can adjust the parameters of the material in Unity. Change the "Shading color" to something close to the texture color and near white. That will make the color flatter
for shading problem, make sure to give the real tex as shading
You save my life
Glad it helped :D
I have a problem, I exported the model to VRM and imported it again, but when I imported the model the mouth of the character is opened. Any fix?
That´s unusual but it can be fixed. Reset Unity by closing it and opening it again. Then import your model again. If it still has the mouth open, there another way.
At step 5 (7:25). There is a facial morph called "Neutral". That is the default model face and it can be adjusted just like any other facial morph. You can close the mouth there if the model has parameter for that.
Thank you! One more thing, I did the Physics thing but there was no apply button
@@a.spectt1999 The "apply" button should be at the top part in the inspector. It may not appear if you are editing the prefab from the assets tab. One way to fix it, is by reseting Unity (since the vrm package is still in beta, it may act weird in unity. Sorry if I keep saying to reset Unity).
If still doesn´t appear, don´t worry. Just save the scene normaly with "ctrl + s". The "Apply" button is to apply the changes to the prefab in the assets tab so you can take it anywhere in Unity without having to set that again. But if you stay the same scene, there should be no problem in the end result.
Save the scene then Export as humanoid?
@@a.spectt1999 Exactly
@denom rs hello, when i try to export i keep getting an error saying that VRMSystemBones (insert joint for hair) is null. how do i fix it
Hello here. That´s unsual. Go to the secondary bone and check if there is any "VRM spring bone" component with something that´s not a hair bone or empty. If it has something that´s not a hair bone, remove that and try again. If there is an empty component, remove it
i know this is a older tutorial but is there a way to remove the "normalize" on a model? it forces my models arms so far down in luppet they clip into her thighs/hips
You can manually pose the model in T-pose by opening the model tree and rotating the arm bones. When exporting set the "Pose freeze" option and should be alright
@@DenomRs thanks! I seemed to of gotten it, but now I have the issue of my model not wanting to process at all, when I hit "process" (shown at 3:50 in the video) thay window comes up and I wait for it to finish but it never does....I've waited and hour and nothing idk what could be wrong
@@NyanBerri Definetily there is something wrong with it. There is a chance the model is damaged or it has things that only work on MMD. Try with a totally different model and see how it goes to make sure
@@DenomRs turns out it was a bone issue
@@NyanBerri That also happens at times with some models
But how do we get the .assets file. I have the .PMX file, not an assets file.
Import the PMX file to the Assets tab by drag and dropping it there. The "Assets" part can be found in the "Project" tab. Sorry for the confusion
@@DenomRs I imported the folder to assets tab but in that assets folder I just have textures and a pmx, no .assets file appears there for me.
@@Demgam Now I understand. Make sure to ahve installed Microsoft Visual studio and then reset Unity again
Can someone help me? In Unity the expressions seem to work fine but when I load it into Wakaru none of the expressions work and it doesn't sync with my face.
That´s weird. Check the Facial settings and Wakaru and make sure the vocals and blinking are enabled. Then click "Start sync with avatar" and wait for a minute. It may take some time to start. Make very exagerated expressions to see if it works. You can also try 3tene or other vrm program to see if the model acts the same way.
If the model still doesn´t work, reset unity by closing it and opening it again. Set the facial expressions and click the "Apply" button, save your scene and export the model.
@@DenomRs It's the same thing in 3tene as well. Is it because I converted a .vrm to .pmx to begin with? Thanks for your help by the way.
Nevermind my other reply I redid everything and it works in 3tene, not wakaru though for some reason.
@@cosplaycutea Glad you were able to solve it. Wakaru is not so sensitive to movement so some expressions may not seem to be displayed although they do in a 1%.
Can you use different shaders or change the direction the light is coming in wakaru?
Yes, you can change the direction of the light in wakaru and use different shaders. Most of the programs that support VRM are alright with different shaders but in others they look weird.
@@DenomRs How do you change the light direction? thank you for answering!
@@neetidols Sorry, I got confused for a momment. The only thing you can change in wakaru is the light brightness with a slider in the "Controls" tab. However, Wakaru is still in the beta. They may add that option later