GET IT HERE: FREE Version: ko-fi.com/s/5e04bec5ba PRO Version: ko-fi.com/s/32f4a24aea Check out this previous video for more details on how to install it: ruclips.net/video/0VftuPAM6HY/видео.html Whew, this takes a long time to make... 33 Days! Too long even for my standard. Please help support me so I can keep making more videos like this! Clips used in this video: - Kizuna AI and Black AI: ruclips.net/video/lonrNWcsQOo/видео.html - Anya Smug Face: ruclips.net/video/eKu0Ve_yS_k/видео.html
I love your expression packs, I have been following your progress and development from day 0, and I am considering to get it to use as well because I am making anime with my lil team using VROID and as long as I can use it at runtime, I wouldn't mind supporting you with purchasing and even becoming a regular patron too!
Thank you for the kind words! I think the next update for v1.2 is to make it more usable for game development/animation purposes, since using it for vtubing is a bit different than for native Unity usage. But if you want to use it for animation in Unity at runtime, I recommend looking at the included AnimatorController, whicch contains some examples on how to trigger certain animations of your choosing 😄😄
@@ReForgeMode lol yeah! I do that and facial keyframing, your expression pack would really help to simplify some of those exaggerated anime expressions, and the Anya smug face for sure would be great 😂😂
Hey, thank you for checking it out! Hope you like it! If I may ask... since I'm not yet deep into VNyan, is there a way to assign hotkeys to each blendshape without going through the setup wizard every time? I'm more familiar with VSeeFace instant hotkey panel, I was wondering if VNyan has that too.
@@ReForgeMode As far as I'm aware I think the only way to add blendshapes is manually through the node graph. I'm unsure myself if there is a work around, but I haven't found one yet! I did like that aspect of VSeeFace as it was a lot easier to set up, but I do like the more options I can do with VNyan. Sorry this wasn't very helpful!
*Update for all models made using VRoid Studio version 1.27.0 or later* VRoid Studio version 1.27.0 changed the way the models are exported, which may cause your model's eyes, tongue, and jaws to look off. If you're exporting from this version or later, there will be an option to tick the box at the first page. This will fix all issues you have with it. Comment down below if you have any further issues with this tool, and I will answer it to best of my abilities.
Ok so I love this but I've encountered a major problem in vnyan, once finishing all the steps and uploading into vnyan, if I use any of the mouth options or the V O X eyes then my eyelashes disappear, my mouth tracking for regular talking is completely gone and when I open my mouth my eyes seem to blink? This also seems to have effected my movement in general movement now as well (tilting my head moves my whole body instead of just my head) and my hand tracking no longer works. When I remove all the step 2 pieces the the mouth and the V O and X eyes my mouth tracking is now very minimal. I'm not very tech savvy I will admit so I might've messed something up on my end
Suvidriel suggested it might be an issue with the Blendshape clip or the blendshape clip might have different shape key values on her discord if that helps at all
@@Haumaida Huh... For the eyelashes disappearing, you can easily adjust the Eye Hiding option as I explained in the video. But for the rest, I have to see it for myself. Can you join our discord server and post the screenshot/video of the bug?
5:26 Thank you so much you have saved me a lot of work. 9:45 I am lucky that you made a free copy because my country has been sanctioned and prevented from transferring or receiving any currencies.. Thanks again
I'm not sure if it would be possible to implement, but I have a couple of suggestions. Since they added animal ears, it would be nice if there were a controller that could move and rotate each ear independently. It would also be neat if there were a blend shape option for the custom ears that could be linked to various expressions. For an example, let's say the character has cat ears, the sad expression might have a blend shape that pulls the ears back, the shocked or surprised expressions might cause the ears to stand up and spread out, the angry expression could have the ears turn down, where blinking might trigger a slight twitch in the ears. I've also noticed an issue with VRoid of late (the official software, not with the plugin), where sometimes the mouth will move when the character blinks, I'm not really sure what causes this, but it might relate to Neutral shape key, as it acts as though it's loading it twice over itself. I've managed to fix this in Blender by setting all of the vertices around the mouth back to Basis, for all of the Blink shape keys, but again, this seems to happen in the VRoid editor itself, so it would be great if the plugin had an option to fix that.
Hmmmm... the animal ears would be a problem since there are multiple variants with different mesh counts. I think this is more of a tutorial video. I will add that to the list because you do need NEB for this. You can fix those weird mouth movements with NEB Calibrator for now. Choose that neutral blendshape and then go to the mouth slider to the negatives. In the 2.0 version, there will be a new tool specifically made for this. I don't know what to name it though...
Love that you mentioned vnyan this time in the Title, love your work keep it up. Gonna buy it as soon as i have time to Play around again with vrm Models.
@@MrGamelover23 Not related to the tutorial. But it's a subtle jab that I'm perfectly content with standalone version of photoshop rather than paying for the subscription CC version.
This tool is amazing I love it! I noticed with the anime eye expressions it has a hard time if your character is wearing glasses. Is there a way to hide the glasses like there is to hide the hair?
Yes, you can! And there won't be any issues as long as you name your custom blendshapes properly. Because if your blendshape has the same name with any of my blendshapes, it may get overwritten. I recommend keeping a backup copy just in case. Or you can temporarily name your blendshapes into codes so there's no way it can get overwritten, something like Z001.
in vnyan do you have to set up graph nodes in order to trigger the expressions and visual effects? Also you did a good job with both the videos and the program being easy to follow and understand. I am usually more confused when working on these kind of blendshape alteration methods.
Glad you like it! 😄😄 For VNyan, you can either use the graph nodes or you can use the setup wizard to set individual hotkey for every blendshapes. Of course, it's kinda annoying not being able to see which blendshape is which key. I'm not too deep into VNyan yet. I still prefer VSeeFace.
Firstly I wanted to say THANK YOU! Your work helped me immensly through my journey so far and I apreciate your tutorials very much. However, I do have a problem with the ExpressionPack Pro. On step 3/7 I tried to use custom Textures using your PS Templete (I use CS3, too ^^) and adding the new texture as a .PNG. It shows up in the preview perfectly, but I cant go to the next step anymore. I can go to the previous step just fine though. So I am not sure what I am doing wrong, but I can only proceed if I use the textures provided by you. This only happens on this step too. I can change the textures on the other steps just fine (Alter Eyes in 4 and Anime Eyes in 5) and keep going till the end. I hope you can help me
Hello! Can you elaborate what you mean when you said you can't go to the next step? Is the Next button not available, or is there any error in the Console Window?
@@ReForgeMode Please, take your time :) Yes, it does show up everytime. Does not matter on which expression I use the custom texture on or how many different textures I created to test it.
Would it be possible to combine this with NEB? I'm happy with that plugin's results, but it'd be nice to have access to the custom face textures provided here as well
Yes! But I do recommend doing NEB first before Expression Pack. I need to do some modifications to NEB because some blendshapes tend to get lost after you pass it through. Hopefully I can push update 2.0 in the following months or so.
hey man love this! It really helps me be more creative with my expressions for my model but for some reason the option for expression names isn't coming up for me at all. Do you know why or am I doing something wrong?
Yeah, so the recent update removes the expression name because it may cause some bugs when names matches certain other expression names. I will add them back once I figure out the best way to do it.
@@ReForgeMode oh ok thank you and don’t overwork yourself please. I hope you do make a living out of this you know something you like creating to help others we appreciate you! So thank you so much and just one more question can you not combine the emotion expressions? For example if I wanted to make a angry face expression but when it changes I want my eyes to change at the same time while a anime anger effect plays is well all at the same time with one button. I’m not sure if that’s already a feature and I’m doing it wrong but if it isn’t that would be a cool feature and a lot more easier is well for people to have creativity. But anways sorry for asking so many questions. Enjoy the rest of your day. And again don’t stress yourself.
@@Crimsoncameron Thank you for the kind wishes! Yes, as a matter of fact, I will take things slow now that this Expression Pack is picking up steam. The ability to combine all expressions will be my main focus for update 1.2 of this expression pack. I hope it will come out a month or two from now, depending on how fast I can make it happen. It is a very highly requested feature after all! 😆😆
@@ReForgeMode ah I see! 😂 sorry for requesting it again. Didn’t know it was the most request feature til you told me. But anyways I literally just made the expressions that I would like thanks to your amazing skills of course. So yeah again make sure you take breaks man and obviously you gained a sub from me lol. Keep up the good work man! 👍👍👍❤️🔥❤️🔥❤️🔥
Hello, can you clear my doubt in the paid version if it is possible to change the color of the eyes and be able to use emission, I have tried it in the free version and it won't let me, that's why I would like to know if it is possible in that one.
Hello! I need more clarification on which pages of this Expression Pack that you asked about changing eye color. You can change the Eye Texture in Alter Eye Texture page. Emission and HDR color is under consideration right now. I don't know exactly which vtubing software supports HDR.
Hi! I'm having trouble exporting the model as a VRM model using uniVRM after I add all the extra facial features that come with your expansion package. Could you explain how I could do it? And if it's too long to explain, could you do a video?
Yeah, it's not possible to export it as just VRM. This expression pack works with custom shaders, which are not supported by default UniVRM. That's why I have to use VSeeFace SDK.
im having issues with my model i really wish i could email u about it, i love ur packs so much they really upgrade my character model. I had an issue upon putting my new avatar into VSEEFACE whenever i speak it does the expressions automatically which in retrospect is great but it would do all of the main expressions (blush, sick,shade) when i speak just the tiniest bit and i even tried to reupload a different model into untiy and reupload to vseeface and it didnt fix the issue😭
are the VRMs exported compatible with VRoid2PMX? since i usually use VRoid to make MMD models, i was hoping that i could be able to have more expressions without opening pmxedit (it feels like an absolute nightmare to try and add more facial expressions with it)
No, it's not compatible. This is strictly for VSeeFace and VNyan only, or other vtubing application that supports VSF SDK. But the good news is that you can skip converting to PMX entirely. Just use the VRM model. Though I understand if your favorite vtubing application don't support VRM files.
@@ReForgeMode thanks for the response. also, MMD isn't exactly a VTubing platform, its an animation software ^^ (not trying to be rude, js giving info)
Hi! I haven't tested in VRM Posing Desktop. The main model should work well in Unity, VNyan, and VSeeFace. Any application that supported VSFAvatar file extension. You may need to ask around if some people have managed to get it working, but I don't know the specifics.
hi! im having an issue with the pro version. When i try out my expressions on vseeface, specifically vein marks and sparkels, they work correctly on vsseface but doesnt show up correctly on obs. i tried "game capture" and "spout2 capture" on obs to display my model and the fx are only showing up where the model is (for example if a sparkle is spawned outside the area of the models face it wont show up on obs). idk if this is an error on your end or vseeface's but i figure i ask here anyway if you have an idea on whats going on.
I did receive the same report with transparency issues, but it's not consistent so far. My current conclusion is that it's probably OBS Settings. I will give a proper testing as soon as I can to see if I can solve this in Unity.
there is a way to work with this blendshapes and a model with no transparency mesh, the transparent mesh cause me a lot problem for edditing stuff after export from vroid. hope there is a way to do that.
Yeah, you can optimize the transparent mesh for any other body parts except for the Face. Theoretically, you can just swap the mesh for the body and hair no problem.
Suppose i want only the expressions. Like Blushing and such... I could not export to .VRM. The SDK feels like only wants me to save in vsfavatar. I use Warudo though, After investing 1000 hours into it, i don't feel like changing my vtuber streaming software. Is there a way to convert vsfavatar to vrm?
Not at the moment. But I'm currently looking to add Warudo SDK support to this Expression Pack, since a lot of people here are using Warudo. I hope I can finish that soon next month.
Hi. I tried your new free update on the emotion pack. and there was a little problem. for some reason, with her, the eyeball on the model does not decrease and increases normally. They begin to break up into polygons and deform. I downloaded and installed everything according to your instructions. I hope I was able to report the problem and it won't be in the new updates.
No, it shouldn't. Unless you're making very advanced edit on your model (like adding custom shaders, etc). This Expression Pack will only add more into your model. But just to be safe, keep a backup copy of your VRM file, try out the free version, and see if it messes you up. If it doesn't, then you can get the pro version.
when i have been using this I have been getting errors when exporting what just makes the face go grey i also fount out that some of the expressions don't actually do anything
Hmmmm, that's weird. Make sure you're using the template project provided in the download. This plugin requires very specific Unity version and UniVRM. Please post this issue to our Discord server forum. I'd like to investigate this.
I got an error message: This model has been through Expression Pack at least onece. I tried this out with compleatly new model but i got a same error, any idea? THX
I'm really excited about this tool but I get the error when I drag the vrm model into the expression pak "target model" box. Even though i did everything right. I think this is because I tried to edit my model (he has piercings on his face I added in blender) and exported the vrm from there and tried to use it in unity with this pack, is there a way to be able to edit in blender first and then continue with this pack in unity?
Yes, this tool won't work if you modify the face mesh. For piercings, I think the best approach will be to just use a texture painted on the face itself. If you want it to be 3D, you can easily just make the piercing 3D model as a child of the Face gameobject in Unity. Make sure it's the face in the Hierarchy Window, inside the Neck gameobject. Quick tip: You can search the neck by using the search bar on the Hieararchy Window.
@@ReForgeMode Thank you. I'll have to learn unity. I've done all my stuff in blender :'D I only know what is in the tutorial here so far. Thank you so much!
Yes, but you can only get the expressions from Page 2. All other expressions are tied to VSFAvatar. I am currenly weighing if I should add more support for other vtubing application SDKs, like Warudo.
@@ReForgeMode Warudo is exactly the destination I was looking to get compatability for =P. Is the method via the VRM0 tab export option? Does it need to be a specific VRM0 version?
@@pittbunny No, VRM export doesn't care that much about its versions. The problem is that UniVRM can only export the basic model without any added textures that I did with Expression Pack. That's why I added VSFSDK into the mix to add more functionality in the model itself.
Hello! Did you mean you donate money to the free version at checkout? If so, please contact me on ko-fi or discord with the proof of your purchase, so I can get you the Pro version for free.
I'm not sure. This plugin is built by using VSeeFace SDK, so if VRChat supports importing in VSeeFaceAvatar file like VNyan, then it should work there too.
You can configure either on your vtubing application. For VSeeFace, by default, you can set up hotkeys for different expressions, or you can use the auto-detection to toggle it automatically. That auto detection is kinda meh though, not gonna lie.
@@ReForgeMode Thank you for the reply❤ I guess I have to use toggles in the end, so maybe a stream deck is needed haha As a fellow video maker, I can’t help but notice how much work you put into your videos. Easy to follow information and great editing to pair. Not to mention relying to each comment 🙏🏻 Keep up the good work. It doesn’t go unnoticed
I love it, but I can't use it because I have to have "delete transparent meshes" turned on to edit it in Blender... I can't edit my model in blender the way I want if I don't delete them. And your plugin won't work if I delete them too.. is there a way I can still use it even if I have the transparant meshes deleted?
I see! I'm guessing this is because the transparent meshes in clothes and stuff are kinda annoying to deal with, yes? If so, I have an upcoming video to deal with that, where you can still have delete transparent meshes, but still able to use this feature. For more technical stuff, the main thing about Delete Transparent Meshes is that it makes it impossible to transfer blendshapes between two faces. That's why you should disable it when exporting.
I recently tried this tool once again, with a strange result: the blendshapes are copied effectively unto the new model, they also appear in the blendshape list in unity, blender and vnyan and they fully work, but for some reason when I try to track them, they don't work. I used meowface to track my model and I tried to use both the source model and the target model. Turns out that only the source model is good to go. Am I missing something? It's confusing me a lot, since I've followed your tutorial step by step, but there is that single detail not working as intended
Hmmm... I think it may be because meowface doesn't support VSFAvatar file format. When you're exporting model from this Expression Pack through regular VRM0 export in UniVRM, any of those custom expression (blush, starry eyes, etc) won't work. Only basic expressions from Page 2 will work when exported as VRM0.
Hmmmm, well it might sound weird, but I'm not exactly an artist in terms of VRoid modelling. I am mostly a programmer, so I don't know the exact theory for a good model artistically. But I can tell you about technical stuff, like how to optimize your models or how to set up some custom blendshapes 😄😄
This Expression Pack uses VSFAvatar file format, which is confirmed to be not working in Warudo. I can only confirm that VNyan and VSeeFace to be the only program I supported right now. Maybe later on in the future, I will add support for Warudo.
GET IT HERE:
FREE Version: ko-fi.com/s/5e04bec5ba
PRO Version: ko-fi.com/s/32f4a24aea
Check out this previous video for more details on how to install it:
ruclips.net/video/0VftuPAM6HY/видео.html
Whew, this takes a long time to make... 33 Days! Too long even for my standard. Please help support me so I can keep making more videos like this!
Clips used in this video:
- Kizuna AI and Black AI: ruclips.net/video/lonrNWcsQOo/видео.html
- Anya Smug Face: ruclips.net/video/eKu0Ve_yS_k/видео.html
You are realy a Genius. You deserve the 10$ and even more cause of your amazing work for the Vtuber Community. Cudos
Ohhh, thank you for the kind words! 😄😄
I love your expression packs, I have been following your progress and development from day 0, and I am considering to get it to use as well because I am making anime with my lil team using VROID and as long as I can use it at runtime, I wouldn't mind supporting you with purchasing and even becoming a regular patron too!
Thank you for the kind words! I think the next update for v1.2 is to make it more usable for game development/animation purposes, since using it for vtubing is a bit different than for native Unity usage.
But if you want to use it for animation in Unity at runtime, I recommend looking at the included AnimatorController, whicch contains some examples on how to trigger certain animations of your choosing 😄😄
@@ReForgeMode lol yeah! I do that and facial keyframing, your expression pack would really help to simplify some of those exaggerated anime expressions, and the Anya smug face for sure would be great 😂😂
Just tried this out on VNyan, and it works perfectly! Thank you so much for the hard work, I will definitely try out the PRO version!!
Hey, thank you for checking it out! Hope you like it!
If I may ask... since I'm not yet deep into VNyan, is there a way to assign hotkeys to each blendshape without going through the setup wizard every time? I'm more familiar with VSeeFace instant hotkey panel, I was wondering if VNyan has that too.
@@ReForgeMode As far as I'm aware I think the only way to add blendshapes is manually through the node graph. I'm unsure myself if there is a work around, but I haven't found one yet!
I did like that aspect of VSeeFace as it was a lot easier to set up, but I do like the more options I can do with VNyan.
Sorry this wasn't very helpful!
@@ssumbaka No, no. I think your answer has been very helpful! I have to see it for myself.
Dude, just what I needed. Will most likelyupgrade once I try the free version!
Thank you! Please enjoy it! Let me know if you need help!
I'm gonna buy this even if I don't become a vtuber. This is just so cool!!
Wow, thank you! Yes, you can also use it for game development if you want your character to have these expressions too!
*Update for all models made using VRoid Studio version 1.27.0 or later*
VRoid Studio version 1.27.0 changed the way the models are exported, which may cause your model's eyes, tongue, and jaws to look off. If you're exporting from this version or later, there will be an option to tick the box at the first page. This will fix all issues you have with it.
Comment down below if you have any further issues with this tool, and I will answer it to best of my abilities.
Ok so I love this but I've encountered a major problem in vnyan, once finishing all the steps and uploading into vnyan, if I use any of the mouth options or the V O X eyes then my eyelashes disappear, my mouth tracking for regular talking is completely gone and when I open my mouth my eyes seem to blink?
This also seems to have effected my movement in general movement now as well (tilting my head moves my whole body instead of just my head) and my hand tracking no longer works.
When I remove all the step 2 pieces the the mouth and the V O and X eyes my mouth tracking is now very minimal.
I'm not very tech savvy I will admit so I might've messed something up on my end
Suvidriel suggested it might be an issue with the Blendshape clip or the blendshape clip might have different shape key values on her discord if that helps at all
It won't let me go to step 4
@@Haumaida Huh... For the eyelashes disappearing, you can easily adjust the Eye Hiding option as I explained in the video.
But for the rest, I have to see it for myself. Can you join our discord server and post the screenshot/video of the bug?
@@kush_mama I see. Is there an error in the Console Window?
5:26 Thank you so much you have saved me a lot of work.
9:45 I am lucky that you made a free copy because my country has been sanctioned and prevented from transferring or receiving any currencies.. Thanks again
No problem! Happy to help!
I'm not sure if it would be possible to implement, but I have a couple of suggestions.
Since they added animal ears, it would be nice if there were a controller that could move and rotate each ear independently. It would also be neat if there were a blend shape option for the custom ears that could be linked to various expressions. For an example, let's say the character has cat ears, the sad expression might have a blend shape that pulls the ears back, the shocked or surprised expressions might cause the ears to stand up and spread out, the angry expression could have the ears turn down, where blinking might trigger a slight twitch in the ears.
I've also noticed an issue with VRoid of late (the official software, not with the plugin), where sometimes the mouth will move when the character blinks, I'm not really sure what causes this, but it might relate to Neutral shape key, as it acts as though it's loading it twice over itself. I've managed to fix this in Blender by setting all of the vertices around the mouth back to Basis, for all of the Blink shape keys, but again, this seems to happen in the VRoid editor itself, so it would be great if the plugin had an option to fix that.
Hmmmm... the animal ears would be a problem since there are multiple variants with different mesh counts. I think this is more of a tutorial video. I will add that to the list because you do need NEB for this.
You can fix those weird mouth movements with NEB Calibrator for now. Choose that neutral blendshape and then go to the mouth slider to the negatives.
In the 2.0 version, there will be a new tool specifically made for this. I don't know what to name it though...
Love that you mentioned vnyan this time in the Title, love your work keep it up. Gonna buy it as soon as i have time to Play around again with vrm Models.
Haha, yeah once I confirm it, there's no reason not to mention it. Hope you enjoy!
@@ReForgeMode Hey, what was the good reason you mentioned for using cs3? I was hoping you'd mention it in the video.
@@MrGamelover23 Not related to the tutorial. But it's a subtle jab that I'm perfectly content with standalone version of photoshop rather than paying for the subscription CC version.
This tool is amazing I love it!
I noticed with the anime eye expressions it has a hard time if your character is wearing glasses. Is there a way to hide the glasses like there is to hide the hair?
Hello! You need to set up the glasses to be hide-able, first. I've made a video on how to do it here: ruclips.net/video/DWktYkQfF4o/видео.html
Can I combine my VRoid model with pre-made expressions from HanaTool using this plugin without any issues? Or would there be complications?
Yes, you can! And there won't be any issues as long as you name your custom blendshapes properly. Because if your blendshape has the same name with any of my blendshapes, it may get overwritten.
I recommend keeping a backup copy just in case. Or you can temporarily name your blendshapes into codes so there's no way it can get overwritten, something like Z001.
in vnyan do you have to set up graph nodes in order to trigger the expressions and visual effects? Also you did a good job with both the videos and the program being easy to follow and understand. I am usually more confused when working on these kind of blendshape alteration methods.
Glad you like it! 😄😄
For VNyan, you can either use the graph nodes or you can use the setup wizard to set individual hotkey for every blendshapes.
Of course, it's kinda annoying not being able to see which blendshape is which key. I'm not too deep into VNyan yet. I still prefer VSeeFace.
Firstly I wanted to say THANK YOU! Your work helped me immensly through my journey so far and I apreciate your tutorials very much.
However, I do have a problem with the ExpressionPack Pro. On step 3/7 I tried to use custom Textures using your PS Templete (I use CS3, too ^^) and adding the new texture as a .PNG. It shows up in the preview perfectly, but I cant go to the next step anymore. I can go to the previous step just fine though. So I am not sure what I am doing wrong, but I can only proceed if I use the textures provided by you. This only happens on this step too. I can change the textures on the other steps just fine (Alter Eyes in 4 and Anime Eyes in 5) and keep going till the end. I hope you can help me
Hello! Can you elaborate what you mean when you said you can't go to the next step? Is the Next button not available, or is there any error in the Console Window?
@@ReForgeMode The Button is available but nothing happens when I press it. No error message or sound though
@@ReForgeMode Quick Update: I just checked again and there IS an error Message in the console. It is this one with a red warning sign: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
When I click on it, this is shown:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at :0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at :0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at :0)
ReForge_ExpressionPack.Page_ExpressionTexture.ApplyFinalTexturesToMaterial () (at Assets/ReForge Mode/Expression Pack/Page 3 - Expression Texture/_Scripts/Page_ExpressionTexture.cs:372)
ReForge_ExpressionPack.Page_ExpressionTexture.NextButtonAction () (at Assets/ReForge Mode/Expression Pack/Page 3 - Expression Texture/_Scripts/Page_ExpressionTexture.cs:130)
ReForge_ExpressionPack.MainPage.DisplayNextPageButton () (at Assets/ReForge Mode/Expression Pack/Scripts/MainPage.cs:206)
ReForge_ExpressionPack.MainPage.DisplayNavigationButtons () (at Assets/ReForge Mode/Expression Pack/Scripts/MainPage.cs:182)
ReForge_ExpressionPack.MainPage.OnGUI () (at Assets/ReForge Mode/Expression Pack/Scripts/MainPage.cs:71)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at :0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at :0)
UnityEditor.HostView.Invoke (System.String methodName) (at :0)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at :0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at :0)
UnityEditor.DockArea.OldOnGUI () (at :0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at :0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at :0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at :0)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at :0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at :0)
Hope that helps.🌸
@@tzsuneko I will have to check this out tomorrow. Does this consistently show up when you put custom texture into the custom field?
@@ReForgeMode Please, take your time :)
Yes, it does show up everytime. Does not matter on which expression I use the custom texture on or how many different textures I created to test it.
Omg ommg omgg omgg Dude, I'm overjoyed, I hope I can 😭😭🫰🏻😭🖤💖💖💖💖🫰🏻💖
Haha, thank you! Hope you enjoy it! 😄😄
Will this work with ARKit Blendshapes as well?? As that uses a very particular version of Unity??
It should work. I have made all the ARKit blendshapes transported to your model on Page 1.
Would it be possible to combine this with NEB? I'm happy with that plugin's results, but it'd be nice to have access to the custom face textures provided here as well
Yes! But I do recommend doing NEB first before Expression Pack.
I need to do some modifications to NEB because some blendshapes tend to get lost after you pass it through. Hopefully I can push update 2.0 in the following months or so.
Thank you!
Glad you like it! Let me know if you need some help! 😄😄
@@ReForgeMode You're vids really helped me out in making vroid so I am most grateful.
If I already have some iris downloaded from the booth pm, can they still be imported to the facial expression pack?
Yes! If it's a texture, you can simply swap whatever eyes texture you have in your model in the Alter Eye Texture page.
hey man love this! It really helps me be more creative with my expressions for my model but for some reason the option for expression names isn't coming up for me at all. Do you know why or am I doing something wrong?
Yeah, so the recent update removes the expression name because it may cause some bugs when names matches certain other expression names. I will add them back once I figure out the best way to do it.
@@ReForgeMode oh ok thank you and don’t overwork yourself please. I hope you do make a living out of this you know something you like creating to help others we appreciate you! So thank you so much and just one more question can you not combine the emotion expressions? For example if I wanted to make a angry face expression but when it changes I want my eyes to change at the same time while a anime anger effect plays is well all at the same time with one button. I’m not sure if that’s already a feature and I’m doing it wrong but if it isn’t that would be a cool feature and a lot more easier is well for people to have creativity. But anways sorry for asking so many questions. Enjoy the rest of your day. And again don’t stress yourself.
@@Crimsoncameron Thank you for the kind wishes! Yes, as a matter of fact, I will take things slow now that this Expression Pack is picking up steam.
The ability to combine all expressions will be my main focus for update 1.2 of this expression pack. I hope it will come out a month or two from now, depending on how fast I can make it happen.
It is a very highly requested feature after all! 😆😆
@@ReForgeMode ah I see! 😂 sorry for requesting it again. Didn’t know it was the most request feature til you told me. But anyways I literally just made the expressions that I would like thanks to your amazing skills of course. So yeah again make sure you take breaks man and obviously you gained a sub from me lol. Keep up the good work man! 👍👍👍❤️🔥❤️🔥❤️🔥
Hello, can you clear my doubt in the paid version if it is possible to change the color of the eyes and be able to use emission, I have tried it in the free version and it won't let me, that's why I would like to know if it is possible in that one.
Hello! I need more clarification on which pages of this Expression Pack that you asked about changing eye color. You can change the Eye Texture in Alter Eye Texture page. Emission and HDR color is under consideration right now. I don't know exactly which vtubing software supports HDR.
do u also have a version for unreal engine?
Not at the moment. I haven't planned on learning Unreal yet. I wish there's a way to transfer it to Unreal or Godot though...
Hi! I'm having trouble exporting the model as a VRM model using uniVRM after I add all the extra facial features that come with your expansion package. Could you explain how I could do it? And if it's too long to explain, could you do a video?
Yeah, it's not possible to export it as just VRM. This expression pack works with custom shaders, which are not supported by default UniVRM. That's why I have to use VSeeFace SDK.
im having issues with my model i really wish i could email u about it, i love ur packs so much they really upgrade my character model. I had an issue upon putting my new avatar into VSEEFACE whenever i speak it does the expressions automatically which in retrospect is great but it would do all of the main expressions (blush, sick,shade) when i speak just the tiniest bit and i even tried to reupload a different model into untiy and reupload to vseeface and it didnt fix the issue😭
Hello! It's just a setting in VSeeFace. Open up the General Settings and set Expression Detection to None. That should fix it.
@ thank you so much💙💙love ur reforge pack its great🥰
@@angel4074 Glad to help! Let me know if you have any other issues!
are the VRMs exported compatible with VRoid2PMX? since i usually use VRoid to make MMD models, i was hoping that i could be able to have more expressions without opening pmxedit (it feels like an absolute nightmare to try and add more facial expressions with it)
No, it's not compatible. This is strictly for VSeeFace and VNyan only, or other vtubing application that supports VSF SDK. But the good news is that you can skip converting to PMX entirely. Just use the VRM model. Though I understand if your favorite vtubing application don't support VRM files.
@@ReForgeMode thanks for the response. also, MMD isn't exactly a VTubing platform, its an animation software ^^ (not trying to be rude, js giving info)
can we add our own expressions too?
Not at the moment. The Expression Pack is made as a ready-to-use fast meal for aspiring vtubers. But I'm looking if I can add a way to do it.
do these only work within unity or can they be exported and be used in other programs such as vrm posing desktop?
Hi! I haven't tested in VRM Posing Desktop. The main model should work well in Unity, VNyan, and VSeeFace. Any application that supported VSFAvatar file extension. You may need to ask around if some people have managed to get it working, but I don't know the specifics.
hi! im having an issue with the pro version. When i try out my expressions on vseeface, specifically vein marks and sparkels, they work correctly on vsseface but doesnt show up correctly on obs.
i tried "game capture" and "spout2 capture" on obs to display my model and the fx are only showing up where the model is (for example if a sparkle is spawned outside the area of the models face it wont show up on obs).
idk if this is an error on your end or vseeface's but i figure i ask here anyway if you have an idea on whats going on.
I did receive the same report with transparency issues, but it's not consistent so far. My current conclusion is that it's probably OBS Settings. I will give a proper testing as soon as I can to see if I can solve this in Unity.
there is a way to work with this blendshapes and a model with no transparency mesh, the transparent mesh cause me a lot problem for edditing stuff after export from vroid. hope there is a way to do that.
Yeah, you can optimize the transparent mesh for any other body parts except for the Face. Theoretically, you can just swap the mesh for the body and hair no problem.
@@ReForgeMode Oh i see thank you so much
@@Riitsh No problem! Happy to help!
Suppose i want only the expressions. Like Blushing and such... I could not export to .VRM. The SDK feels like only wants me to save in vsfavatar.
I use Warudo though, After investing 1000 hours into it, i don't feel like changing my vtuber streaming software.
Is there a way to convert vsfavatar to vrm?
Not at the moment. But I'm currently looking to add Warudo SDK support to this Expression Pack, since a lot of people here are using Warudo. I hope I can finish that soon next month.
Hi. I tried your new free update on the emotion pack. and there was a little problem. for some reason, with her, the eyeball on the model does not decrease and increases normally. They begin to break up into polygons and deform. I downloaded and installed everything according to your instructions. I hope I was able to report the problem and it won't be in the new updates.
Hi! Make sure to tick the "I use VRoid Version 1.27 or later" option in Page 1 of Expression Pack
If I already have custom expressions and textures will using this to add more mess those up?
No, it shouldn't. Unless you're making very advanced edit on your model (like adding custom shaders, etc). This Expression Pack will only add more into your model.
But just to be safe, keep a backup copy of your VRM file, try out the free version, and see if it messes you up. If it doesn't, then you can get the pro version.
when i have been using this I have been getting errors when exporting what just makes the face go grey i also fount out that some of the expressions don't actually do anything
Hmmmm, that's weird. Make sure you're using the template project provided in the download. This plugin requires very specific Unity version and UniVRM.
Please post this issue to our Discord server forum. I'd like to investigate this.
after this update, the model folder disappeared, I installed the 2019.4.31f1 unity and still is not there :c
That's weird. Can you just reimport the model then?
Unity is needed for such? Or those are assets that can be ported right into Vseeface? Im new into this sorry if I dont understand it very well X,D
Yes, this thing is a Unity plugin. You will need Unity to use it.
Tysm
how do you export it for Vnyan?
The same way for VSeeFace: Export as VSFAvatar. Then open that file in VNyan.
I got an error message: This model has been through Expression Pack at least onece.
I tried this out with compleatly new model but i got a same error, any idea? THX
Hello! Have you tried using the Reset Button on that first page?
I'm really excited about this tool but I get the error when I drag the vrm model into the expression pak "target model" box. Even though i did everything right. I think this is because I tried to edit my model (he has piercings on his face I added in blender) and exported the vrm from there and tried to use it in unity with this pack, is there a way to be able to edit in blender first and then continue with this pack in unity?
Yes, this tool won't work if you modify the face mesh. For piercings, I think the best approach will be to just use a texture painted on the face itself. If you want it to be 3D, you can easily just make the piercing 3D model as a child of the Face gameobject in Unity. Make sure it's the face in the Hierarchy Window, inside the Neck gameobject.
Quick tip: You can search the neck by using the search bar on the Hieararchy Window.
@@ReForgeMode Thank you. I'll have to learn unity. I've done all my stuff in blender :'D I only know what is in the tutorial here so far. Thank you so much!
@@damidraws_vt No problem! If you have any other questions, feel free to ask me at any time!
Is there a method available to do a VRM0 export after using the expression/textures calibration, without the VSFavatar animations?
Yes, but you can only get the expressions from Page 2. All other expressions are tied to VSFAvatar. I am currenly weighing if I should add more support for other vtubing application SDKs, like Warudo.
@@ReForgeMode Warudo is exactly the destination I was looking to get compatability for =P. Is the method via the VRM0 tab export option? Does it need to be a specific VRM0 version?
@@pittbunny No, VRM export doesn't care that much about its versions. The problem is that UniVRM can only export the basic model without any added textures that I did with Expression Pack. That's why I added VSFSDK into the mix to add more functionality in the model itself.
hi i bought the previous version do i have to pay for the update pro version?
Hello! Did you mean you donate money to the free version at checkout? If so, please contact me on ko-fi or discord with the proof of your purchase, so I can get you the Pro version for free.
Does this work for convertering to VRChat?
I'm not sure. This plugin is built by using VSeeFace SDK, so if VRChat supports importing in VSeeFaceAvatar file like VNyan, then it should work there too.
I got into VRoid last week. Are the expressions triggered through a toggle or do they automatically appear with certain facial expressions?
You can configure either on your vtubing application. For VSeeFace, by default, you can set up hotkeys for different expressions, or you can use the auto-detection to toggle it automatically.
That auto detection is kinda meh though, not gonna lie.
@@ReForgeMode Thank you for the reply❤ I guess I have to use toggles in the end, so maybe a stream deck is needed haha
As a fellow video maker, I can’t help but notice how much work you put into your videos. Easy to follow information and great editing to pair. Not to mention relying to each comment 🙏🏻 Keep up the good work. It doesn’t go unnoticed
@@JueriHaan Thank you for the kind words! I will keep at it then 😄😄
I love it, but I can't use it because I have to have "delete transparent meshes" turned on to edit it in Blender... I can't edit my model in blender the way I want if I don't delete them. And your plugin won't work if I delete them too.. is there a way I can still use it even if I have the transparant meshes deleted?
I see! I'm guessing this is because the transparent meshes in clothes and stuff are kinda annoying to deal with, yes?
If so, I have an upcoming video to deal with that, where you can still have delete transparent meshes, but still able to use this feature.
For more technical stuff, the main thing about Delete Transparent Meshes is that it makes it impossible to transfer blendshapes between two faces. That's why you should disable it when exporting.
@@ReForgeMode Thank you! I'll be awaiting for your video ❤️
I recently tried this tool once again, with a strange result: the blendshapes are copied effectively unto the new model, they also appear in the blendshape list in unity, blender and vnyan and they fully work, but for some reason when I try to track them, they don't work. I used meowface to track my model and I tried to use both the source model and the target model. Turns out that only the source model is good to go. Am I missing something? It's confusing me a lot, since I've followed your tutorial step by step, but there is that single detail not working as intended
Hmmm... I think it may be because meowface doesn't support VSFAvatar file format. When you're exporting model from this Expression Pack through regular VRM0 export in UniVRM, any of those custom expression (blush, starry eyes, etc) won't work. Only basic expressions from Page 2 will work when exported as VRM0.
@@ReForgeMode I forgot that vrm models don't support those custom expressions, so that's why they were not working. Thank you for the information!
@@kuroiryulive No problem! Happy to help!
Can you go over making good vroid models?
Hmmmm, well it might sound weird, but I'm not exactly an artist in terms of VRoid modelling. I am mostly a programmer, so I don't know the exact theory for a good model artistically.
But I can tell you about technical stuff, like how to optimize your models or how to set up some custom blendshapes 😄😄
I have problem your Expression export my model vrm .
texture look weird after export to warudo😅
This Expression Pack uses VSFAvatar file format, which is confirmed to be not working in Warudo.
I can only confirm that VNyan and VSeeFace to be the only program I supported right now. Maybe later on in the future, I will add support for Warudo.
@@ReForgeMode thankyou🙂
@@michellecheung8153 No problem! Happy to help!
still waiting for the chibi tutorial XD
Haha, as soon as I can!