Download it here: ko-fi.com/s/5e04bec5ba Starting next month I will do an experiment to add some paid content into this expression pack in the form of expansions that can be purchased separately. It could be some high quality expressions or even particle effects. However, rest assured that with every paid expansion added, I will also add in free samples into this expression pack, so you can try it out yourself before making the purchase.
The FSeeFace SDK for unity already supports a particle system for VSeeFace. I think most people will try to do it themselves when it comes to the paid version. Because putting it in an pack, I think it will be easier for most to use than having to code it yourself in unity. I like that someone is finally making the "easier" version than having to write everything in code yourself.
That's the goal! This channel is about making everything easier for newbies. It does however, delay my upload schedule, because with every video, I have to also make a tool for it. Of course, everything I automate with this tool can be done if you know what you're doing. But most people who use VRoid Studio are not familiar with Unity, so yeah... I'm surprised that nobody has made these expression pack yet...
@@ReForgeMode I know that Vroid Studio now supports VRM 1.0 for exporting and that the new apps that support VRM are going to be for VRM 1.0 models. It is being implemented slowly. The univrm packages for unity are now also for VRM 1.0
You really inspired me. This tool and this video is so well made and greatly presented. I could feel the love you put into making this. You're an awesome developer, my man.
Thank you! It's incredible people like you that provide the tools and education for those tools to really improve the VTubing experience that drive me to learn everything I can do be able to do that as well. I hope some day to be able to contribute awesome and free tools back to the community.
wish that vseeface had as good an interface for customising how to trigger expressions without hot keys, just through your tracking, would really elevate this awesome expression pack!
Yeah... There is an automatic expression detector feature, but it's still in development. For the record, I did try to reach out to the developer to assist in the development, since it hasn't been updated in a year. They declined. One of these days, I might need to make my own vtubing software 😂😂
@@ReForgeMode I've only had one bug so far with this pack. ArgumentOutOfRangeException..... Parameter name: index on line 372 and 130 in Page_ExpressionTexture.cs. MainPage.cs on line 206, 182 and 71. I've gone through debugging and found the only work around was to not allow any of the Face Textures to be included.
@@michellecheung8153 I'm not sure the full features of this expression pack will be available to other vtubing application. If that application supports VSFAvatar file, it should run this no problem.
I LOVE YOUR TUTORIALS!!!! can you please make one (free or paid) to know how to change eye shapes from normal eyes to > < this kind of eyes, or other eyes textures? please please please!
Yes! That will be in the 1.1 update next week! The > < eyes will be one of the free version along with many others like custom VFX like in dating sim! Stay tuned!
I love this, and have been looking for a way to make my model more expressive, however i use warudo, witch is like a more advanced vseeface. is it possible to make it usabel in warudo?
This is amazing but I have a couple of questions. 1. Is it compatible with the NEB-plugin? And if so, is there a difference between creating a new expression and creating a new blendshape(Like in NEB-plugin)? 2. Is it possible to activate an expression with code in unity? (For example in a cutscene) 3. Are the expression animations like the old expression pack?
Hello! 1. Yes. In fact, all of the systems inside this plugin runs on NEB codes. Of course, NEB can only handle the blendshapes for the model. NEB can't generate the texture expressions like this Expression Pack. 2. Yes. For the usual blendshape expression, it's just blendshapes. So you can either create an animation file or call SetBlendshapeWeight on the SkinnedMeshRenderer component. For the texture expression, you just need to animate the Face shader property for OverlayOpacity for each expreesion. 3. Yes, but there are some I'm still working on. This expression pack has far more than the old ones, minus the eye textures and the VFX animation. That should come early next month. Hope you enjoy it!
Hey! I'm commenting because I have seem to run into a problem, I have followed this as you said but when I upload to Vseeface my model doesn't have any Iris' and I am not sure why. Everything else is working except my model doesn't have Iris'. On the select model page it shows her pink coloured eyes but actually opening her only shows white empty sockets. Any idea what I am doing wrong?
Hello! Please make sure to activate "Show Pupil" or "Initialize" in VSeeFace every time you start the application. The recent update 1.2 of Expression Pack should include reminder if you select it on Page 1.
Does this work if the odel you're using has the blendshapes from your updated free HANA too alternative plugin? Or do I need to re-export my model and start with a fresh export?
I would recommend using this first before NEB, but if you already did it, then this plugin shouldn't ruin your model. Just make sure to keep a backup in case it does, though. It could only ruin your blendshapes if you have oddly specific names like "re_mouthFrown".
@ help, i got into issue after i did this with my new model. I got the blendshape but The model face turn black in vseeface but look normal in unity. but what is wrong with that? (*i follow all the step u said)
Thank you so much for posting this! I was just wondering how to add an outline? I saw the outline options by the Outline Texture, however making changes to either width or color does not result in a change.
Hey you did an excellent job with the tool and it is very useful, I was wondering if there was a way to use it and then edit the model in blender or vise versa edit the model in blender and then make the blendshapes in unity with your tool
Yes! It is possible! That is how I added new expressions that are not available with Hinzka model. There's already a VRM importer plugin for Blender, so you can download that. But there are a few caveat: 1. You shouldn't touch the Face mesh. You can edit the clothes and the body whatever you like. But do not add or remove any mesh in the Face. 2. There's currently a bug where exporting from Blender back to Unity can cause the blendshapes to mess up. This is why I recommend you to modify your model as much as you like in Blender and leave Expression Pack as the last step. So the flow goes like this: VRoid Studio Export -> Blender -> Unity. If you do need to go back and forth between Unity and Blender, make sure to delete all blendshapes from the new model exported from Blender and transfer the blendshapes from the old model to the new model. I recommend using my NEB plugin to do that. On a more personal note, this back and forth bug with Blender is such a headache when I wanted to add the tongue blendshapes. So I wish you luck, and please ask any follow up questions if you found any troubles.
There's some trickery involved in VSeeFace. You can export a model with only the Eye blendshape, then set key binds to it. Then you can export the model with full blendshapes and set all the blendshapes with the same key. The only requirement is that the new model must use the same name to overwrite the model. But no worries! In the next update for Expression Pack, there will be a way to combine multiple expressions together!
Hello! I have a quick question, i followed the guide to a T and even sat up the whole 49 expressions you have, but when i ran it through vseeface the pupils are gone and now i look possessed by satan or an eldritch god, any settings to check for in vseeface or unity? Thanks in advance!
Please make sure to activate "_Start Animation" and "_Initialize" blendshape when you start VSeeFace. A text box should warn you how to do so if you tick the choice at Page 1 by default.
Right away the one Issue I'm having with the first expression (Eye Angry 1) is that I can't adjust the position or angle of my eyebrows much since they start clipping into my skin. Might need to add another adjustment to the Z position of brows to avoid this in future?
I can easily do that. By Z you mean the eyebrows sink into the face skin, correct? I lacked some samples for testing beyond the VRoid free models. I'll add this on the next update this month.
@@ReForgeMode Yeah the eyebrows would sink into the face very easily on my model since I modified the eye shape extensively. I noticed a few other issues that just dont work for my model because I also have HanaTool and it resets to 0min and 100max
@@ReForgeMode What would be really nice would be something akin to an expert mode toggle durring setup? Something that lets you use more than the limited toggles available durring the setup for better customization for anyone who knows exactly what they want for expression toggles and don't need to follow the facial guide or don't want some of the expressions in the list.
@@Lady.Kianna In that case, isn't using Unity + NEB Plugin itself that expert mode? Use NEBPro Combiner function, and create your own BlendshapeClips in UniVRM.
For regular expression, you just need to find the blendshapes name in the character's Face Skinned Mesh Renderer and set the blendshape value to 100. Use SkinnedMeshRenderer.SetBlendshapeWeight function. For the textures, you need to add that expression animation into an animator, and then trigger that expression animation in the Animator component. Use Animator.SetTrigger to do it.
That's quite weird. The only cause I can think of is this: Make sure you're dragging in your model in the Hierarchy Window, not the file in the Project Window. You need to have your model present in the Scene.
The plug is amazing but is there a way to change names of the expressions because on vseeface it has the original names and I want to change it Also would there be a way to when you change eye textures to change outfits with one hotkey
The ability to rename the expressions will be added in the next version! Stay tuned! However, you have to do some trickery to get two actions to happen at the same time in VSeeFace. I think having two buttons back to back will be the easier way to do it.
is there any way to actually get this working in vnyan? the only results ive gotten are no pupils and the expressions havent appeared once in the program. when i launch it in vseeface all of them are there though.
VNyan and VSeeFace had the same issue with white pupils. You just have to activate the "Show Pupil" blendshape every time you start your vtubing program.
This is great, though I seem to be having an issue when I change iris size, they kind of explode and fractured. Am I messing something up or will it have something to do with eye assets?
You need to tick the box at page 1 to choose the version of VRoid you're using. If the eyes are messed up, that means you're using a newer VRoid model.
Hmmmm, that is weird. Did Unity generate several folders like Materials and Textures when you drag your VRM file in? I also recommend you to just use the template project I provided in the download. Just open it in Unity.
@@ReForgeModeYes, all the folders are there. But not the last two like you have in the video (the blue cube icon and the white one) And yes I did open the Template Project in Unity. Any idea what I can do? If not, thanks for your help anyways :)
@@infinityyy4478 That is so weird. I recommend starting over with a fresh template project and try again. That prefab (blue icon) should be there when those folders are generated.
@@ReForgeMode Okay thank you. Somehow it's there now :) But now there is a problem with the iris size. It looks really weird when i try to change it. On 0 its normal, but when i change the parameters the iris starts to look like a diamond (i dont know how to explain, but its very edgy) Do you know what i can do? Sorry for bothering you so much with these problems ^^"
@@infinityyy4478 That's because you're using an old model on a 1.27 model. At the start of Expression Pack, tick the option that said I'm using "VRoid Studio 1.27 or later"
it worked well, but i have a issue with the model eyes in vseeface, the eyeball is missimg. I try it two times with the same result. What i doing wrong here :( pls help
Hi! Editing ...again. I am so sorry lol. I installed everything. Did the stuff, did the things. Added model to the reforge mode to start editing the expressions and..nothing. The Exrpession Pack Setup window pops up as it should. The example model shows up along with all the sliders, great. But the sliders aren't effecting my model at all. What in the heck am i doing wrong
Hi, I would like to ask you how can I use the plugin on non-vroid characters, I feel that your plugin is very useful for these characters, but I would like to know if I can make it run on other mesh types.
No, this plugin doesn't work for non-VRoid characters. At its core, it works by manipulating common VRoid mesh data, which is uniform across all VRoid models, but not necessarily so on any 3D character model. Technically, it is possible to use some part of it just to add anime expressions, but I will need to make significant changes to the plugin. I don't see a big demand for that right now, so it's not in the list of things to do at the moment.
Neither blendshapes from NEB or the pro expressions seem to work in VNYAN? Followed both tutorials to the tee with no errors. Expressions show up on VSee to be toggled but Face blendshapes from model transfer while mocapping regularly don't register at all. Expressions do not register in VNYAN at all- it requires to import a vnyan expression file.
Hmmmm... I'm not sure what the problem is here. If the blendshapes do show up in the list, then I think you just need to check the node trees configuration in VNyan. Also, make sure that you uploaded the right VSFAvatar file. That's a common mistake I encountered.
I am having the same issue. Exported the VSFAvatar file and loaded it into VNyan, and all of the blenshapes are empty (neutral). Loaded the VSFAvatar file into VSeeFace and it is happening there as well.
When I add the expressions, etc... They all appear on my model in the Scene. After adding them and finishing the process, the blendshapes it creates are empty (neutral).
Hello can you explain how to use emotions in code? Im making the game but i dont understand how to use emothions scriptable objects! i do this (void Blink() { var expression = m_vrm.Runtime.Expression; expression.SetWeight(ExpressionKey.Blink, 1.0f); but i need more information how to use it.
Hello! You don't use ScriptableObjects to set expressions. If you're using it for a game, you can skip VRM entirely and just call Face SkinnedMeshRenderer component and adjust the blendshape values.
@@ReForgeMode thank you! And there is a strange thing. I am making the animation in animator window. When i am in the scene view i can see it but when i switch to the game window it doesnt show! The same issue happenes with some static emothions. I set "All_happy" 100 persent in the inspector, but when the game is launched it is returning back to 0. Why? It seems that some emotions work but not all!
@@aneliaalabaster340 Well, it could be because of several factors. The Inspector variable went to 0 means that the animation was overriding the values you set in the Inspector, so the animation definitely does run. Unless you have a script that immediately set those values to 0 at Start() or Awake(). As for why the Game Window doesn't show your Facial animation, you may have set the Animator incorrectly. If you're using Animator Layers, make sure to set the "facial expression" layer to 100 by clicking the gear icon next to the Animator Layer name. Beyond that, I would check the Animation file itself and see if the animated property text turns yellow. That means that the properties are not in the correct position.
The problem with the Unity version is that this plugin requires VSeeFace SDK, so since it's no longer being updated, it's stuck at this version. Otherwise, you can't export it as VSFAnimation file. But if you want to use it for gamedev, feel free to use any Unity version. NEB is confirmed to work with this as well. However, if you just want to transfer blendshapes from Reference Model to your model with NEB, Expression Pack already includes all of those blendshapes in your model as part of its basic function.
@@ReForgeMode i am trying to set up a Vroid for Vtube streaming on twitch. I am going to use the 2022.3.42f 1 or the 2023.2.20f1 version, so not THIS pack & i assume the Extra to this pack. Anything else i should exclude? ---- is there a specific order i should upload the other packs in for unity? ill also use Vseeface
@@OpalUsagi If you're using VSeeFace SDK, it's better to just use the version I gave you in the template. If you want to modify any external packs, the order goes like this: other packs > NEB > Expression Pack > Export as VSFAvatar.
Hello! If you're using VNyan, there is a recurring issue that the background color can influence the color of the model. Switching it to black solves this issue. Aside from that, I would check the Chroma Key setting on your OBS profile. It may accidentally clip out your model.
@@ReForgeMode hmm I don't use VNyan. I only use vseeface and the transparent background in the application. To put it in OBS I use Spout2 with the "converted premultiplied" option. I tested others and they also have this problem. Game capture is no longer working with vseeface.
@ReForgeMode I did delete the model and imported a new one, but the emotions are still activating on top of each other, especially when I am moving my mouth. I don't have emotion tracking on. I might try deleting and re-importing the expression pack as maybe some settings are getting stuck?
@@sephyterra I see... There could also be issues with overlapping hotkeys in VSeeFace. Can you check to see if there is overlapping hotkeys? Deleting and reimporting expression pack will work too. Make sure to delete your model before retrying.
This is a really great tool! I am trying to use it in my unity game, however my game is made using a 2022 version of unity which the plugin doesn't work with. I was able to get it working using the template project in the recommended working and I've exported my character. Is there any way to get this working for my game in it's 2022 version or do I will I have to downgrade the version of Unity for my game project to use it?
Problem is not about the Unity version. It's about how the tool is made for vtubing. Currently, this tool doesn't have a direct way to use it natively in Unity. You have to call the animations directly. This is an issue I will fix on the next version, where you can specify at the start what you're using this tool for: vtubing or game development.
@@OM4119s I hope in a couple of months. My health is in a really wild ride these past few weeks. Plus, there are other videos I wanna make before I focused entirely on working on the plugin. TH-cam just don't like it when I post sparsely.
I'm not sure what error that refers to. But just to be safe, you can start over by redownloading the template project and open it in Unity. Then import your model in with Expression Pack.
@@KaijuKai Huh... Can you send the error image and messages to our Discord server forum? I would like to investigate this matter myself. Discord server link is in the video description.
Hello, just asking in case you're still replying to comments. First of all I love your tutorials as it saves a ton of time setting up a custom Vroid. The issue I'm having is after exporting the model from Unity the pupils from my eyes disappear. Wondering if there was something I missed or forgot to do, but I believe it's something within Unity. Thanks for all the great vods!
Yep, I'm still here! It's inexcusable for an under 10k subs channel to not reply to comments, especially on tutorial videos! For your issues, you just need to enable "Show Pupil" blendshape in VSeeFace/VNyan. Unfortunately, you have to do this every time you start the vtubing application due to how they work. This is actually explained in a follow-up video on update v1.1 If you need any more help, please let me know!
@@ReForgeMode Thank you for the quick response, as someone who has never used Unity prior to today I'm very glad these videos exist. Is there a certain order/specific videos I should be going to in order to get expressions tracked by my iphone. I got Ifacialmocap and don't know if there is a specific video where that could work. Sorry to bother this is all very new to me🥲
@@ReForgeMode Good afternoon Reforge, thank you for replying to my last post so quickly. Been going through some of your videos and I was curious is there was one covering using expressions by using Ifacialmocap, Is there a way I could just make the expression in the webcam and it just do the expression?
@@Hydreigoon_Vtuber Hello! I haven't looked into IFacialMocap yet. So far my tutorial only applied to VSeeFace and a bit of VNyan. For you case, VSeeFace do have a similar function in beta, where you can set a set of expressions that will be shown on your character's face if your real life face matches it. It would be an interesting project if it's not already there in IFacialMocap. But if it already is there, then you just need to select the expression you want from a dropdown menu of your model's blendshape. On my part, I need to update my Expression Pack so that you can combine all expressions into a set, just like the default VRoid Studio "Happy, Sad, Angry, Surprised, and Joy". That should be coming in the next version v1.2 or maybe in v1.3
It's very version-sensitive. I recommend you to just use the template project I provided on the download page. It's also available on the free version.
Anyway to do this with delete meshe's checked? I've put so much work into my model, many sleepless nights and hours of hard work cause I was on a roll. I exported with the meshe's set to delete. I went back to fix it and do another export...and the model is gone. It's nowhere ;^;. The .vroid file is just...gone. So is there someway I can work around this, or am I back to sqaure one rebuilding the whole model? TT_TT
Unfortunately, no. I don't think so... The tool could only work on "Delete Meshes unchecked". I've heard there is a way to turn VRM back to VROID, but I haven't looked into it.
@ReForgeMode no problem, I appreciate the thought. I did manage to go into the vroid assets folder and find the bits and pieces for rhe models hair and outfit. Though there were some minor inconsistency in the one I had originally. Guess they hadn't updated? I had to removed adjust the face and body, some bones and stuff for the hair and other things. Wasted a good bit of the day fiddling with it. But at least I kind of have the model back now... and back ups made.
Well, you're already in Unity, so you just need to Export Custom Package. For Blender, technically you can use VRM Importer Plugin for Blender. But you need to use the UniVRM export function instead of VSFSDK, which means you'll lose the blush textures.
hi again :3 so ive gotten as far as exporting the model as a vsfavatar and importing it to vseeface, but when i load the model it only tracks my head movements - no face or anything. i also use vtube studio on an iphone 14 for tracking if that changes anything. do you know if there's any solutions, or should i stick to the vrm file for now? either way thank u so much again for your work & your help on the neblite video!!
Hello! That shouldn't happen at all unless you're doing some very fancy modifications to the default VRM model. I will need more details on what you've done with the model prior to using the Expression Pack.
@@ReForgeMode of course! other than neblite and using/editing custom textures in vroid, the only thing i did to my model before using the expression pack was edit some of the standard expressions in vroid itself
@@onlinesona Huh... I think it's on NEBLite. Make sure you're using BlendshapeClipMaker after you're done with NEBLite, and then use the Expression Pack. BlendshapeClipMaker package is included in your NEBLite plugin download.
@@onlinesona No need. Expression Pack already has a built-in clip maker in it. With NEB, I sort of have a dillema whether or not to include ClipMaker, since it should be able to work with VRM 0 and VRM 1 model. The problem is... VRM 1 doesn't use BlendshapeClips, so if I do clipmaker, it will throw some errors. That's one thing I am currently trying to solve for NEB 2.0.
Unfortunately not. So the way this plugin works is that it is piggybacking on VSeeFaceSDK, and that SDK has been outdated for years now. It is only working on a very specific version 2019.4.31f1. But as I said in the video, I've already prepared a template project for you to use with all the dependencies checked. You just need to open it and install this Expression Pack.
@@ReForgeMode but actually I want to use this in unreal, if I don't export this in vrm form I won't be able to use vrm4u. Is there any way for me to deal with that? Actually I only need the blendshapes, if the flush, ill face...etc is not available then it's fine, but indeed, I'm new to unity(just installed it 2 days ago), any advice would be appreciated!
@@ReForgeMode I confronted sone issue. I've exported it as vrm and vsfavatar, but why the vrm's face on vseeface is black?, moreover, when I'm using the vsfavatar, the face turn black when I open the mouth
@@wtyisjoe Oh, sorry! This comment was not sent as notifications on my youtube studio. If you're still having issues, let's talk about it in our Discord forum. We can send screenshots and discuss it in more detail.
I need more information to help you. When and what did you do before this error happened? Are you using the template Unity project files I provided in the download page?
@@Rya_Vt Exporting to VNyan is exactly like exporting to VSeeFace in this video. For the expression toggles, the easiest way is to use the startup wizard. I think there are many tutorials on youtube how to use the graph node on VNyan.
@@Fleuritje This tool will warn you at the very start if your model is incompatible. But other than that, it shouldn't fail because it generates its own expression independent of Hana Tool
@@ReForgeMode That's good, I've had different experiences with scripts from the internet. That your entire face simply deforms instead of giving an error.😅
im having an issue that says the 'vrm meta' is missing when I try and export it. any idea what this means? also youre a legend for making this plugin so straightforward, thanks in advance!
Hey, glad you like it! If I remember correctly, VRM Meta should automatically be added when you import your model to Unity. So I think you just need to delete your model in Unity Project Window and reimport it again. This issue could also be caused by using the wrong version of Unity. I recommend just using the template project I provided when you download this plugin. I also need to inform you that many Unity errors are just warnings. If the error doesn't interrupt your export process, it can be ignored.
When you are exporting the model you need to navigate back to the main model as while you are changing the expressions it's moving around in the underlying asset folders. So you'll just scroll up to the window with the model file that you dragged over and click that before using the avatar export menu.
As long as it's still in VRM format, you should be able to use any model. Keep in mind that VSFAvatar file is irreversible. You can't convert it back to VRM instantly. Then, you should also use the template project file which is confirmed to work with VSF SDK to avoid any errors.
@@ReForgeMode thank you and i apologize, my first question was not worded correctly. Is it possible to apply your reforged blendshapes first (in the vsf template file) -> export to reforged vsfavatar -> import the reforged vsfavatar to my 2020.3.48 project -> then finally transfer the reforged blendshapes to my current unpacked model? Sry if my question does not make sense Im still new to everything >
@@abaytees No worries! As I said, VSFAvatar file can't be reversed back to VRM file. If you're doing it for gamedev project, you can just install Expression Pack normally in any Unity version, since you're not planning to export it as VSFAvatar. Transferring this model between different projects could be done by simply Export Custom Package instead. But if you're doing for vtubing, to export the model properly, you have to use the 2019 version of Unity as stated in the template project. Otherwise, your model wouldn't be exported correctly. If you want to do vtubing, but have already made your model in 2020.3.48, then the only workarounds is to create a backup copy of your project, then transferring everything (Ctrl + C, V) in the asset folder to the Template Project. Unity should immediately down-version your current model. Of course, if you're using some fancy plugins, this might not work. Just try it.
@@ReForgeMode Hi I tried it in 2020.3.48 and it works for the most part! Only problem is blush seems to be baked on to my face and toggling blush again overlays a second blush. I can't remove blush but all the other face textures work properly. >< Anyway thank you for making these!
@@abaytees No problem! It's weird that it's overlapping. All of the textures for blush, sick, and etc should be set to exclusive (only one can active at a time). Or you can just simply remember to turn the previous texture off first, before toggling the next one. If you're using an advanced vtubing application like VNyan, you might want to look for some way to do only one texture at a time.
Yes, but if you know what you're doing. If you are animating in Unity, it's really easy. In Blender, it's a bit of a hassle, since you need to export the animations from Unity to Blender. I would recommend just animating the blendshapes instead.
Hello, is it possible to see both the texture of a facial expression and an emotion at the same time? I didn’t understand how to do this, when I move to the next step the emotion disappears
Download it here: ko-fi.com/s/5e04bec5ba
Starting next month I will do an experiment to add some paid content into this expression pack in the form of expansions that can be purchased separately. It could be some high quality expressions or even particle effects. However, rest assured that with every paid expansion added, I will also add in free samples into this expression pack, so you can try it out yourself before making the purchase.
The FSeeFace SDK for unity already supports a particle system for VSeeFace. I think most people will try to do it themselves when it comes to the paid version. Because putting it in an pack, I think it will be easier for most to use than having to code it yourself in unity. I like that someone is finally making the "easier" version than having to write everything in code yourself.
That's the goal! This channel is about making everything easier for newbies. It does however, delay my upload schedule, because with every video, I have to also make a tool for it.
Of course, everything I automate with this tool can be done if you know what you're doing. But most people who use VRoid Studio are not familiar with Unity, so yeah...
I'm surprised that nobody has made these expression pack yet...
@@ReForgeMode Most are now focused on vrm1.0, this version is beta and still has many bugs.
@@Fleuritje Really now? What applications are going VRM1? As far as the popular ones go, I know VSeeFace and Warudo only supports VRM 0. 🤔🤔
@@ReForgeMode I know that Vroid Studio now supports VRM 1.0 for exporting and that the new apps that support VRM are going to be for VRM 1.0 models. It is being implemented slowly. The univrm packages for unity are now also for VRM 1.0
The attention to detail in ensuring compatibility and ease of use is incredible!!
Thank you for the kind words! 😄😄
You really inspired me. This tool and this video is so well made and greatly presented. I could feel the love you put into making this. You're an awesome developer, my man.
Haha, I'm lost for words here... Thank you for the kind words!
Thank you so much! I just started looking into vtubing and i'm still testing lots of things out. Your videos makes this so much easier!
Glad I could help! Let me know if you need further help! 😄😄
Thank you! It's incredible people like you that provide the tools and education for those tools to really improve the VTubing experience that drive me to learn everything I can do be able to do that as well. I hope some day to be able to contribute awesome and free tools back to the community.
Hehe, thank you for the kind words! Take your time, one lesson at a time!
wish that vseeface had as good an interface for customising how to trigger expressions without hot keys, just through your tracking, would really elevate this awesome expression pack!
Yeah... There is an automatic expression detector feature, but it's still in development. For the record, I did try to reach out to the developer to assist in the development, since it hasn't been updated in a year. They declined.
One of these days, I might need to make my own vtubing software 😂😂
Im really looking forward to investing in this
Cheers, mate! Hope you enjoy it!
Hi, I love your tool.😍 I just bought the pro version💙
Thank you so much! Let me know if you encounter any issues or need any help!
vnyan has vfs support, so it can be used in differen applications
In that case, I'll look into it. Again, I might need to see how VNyan import their VFX, since I am using VSeeFace SDK.
bumping this!!
@@jeley_art Yes, it's confirmed it works with VNyan!
@@ReForgeMode I've only had one bug so far with this pack. ArgumentOutOfRangeException..... Parameter name: index on line 372 and 130 in Page_ExpressionTexture.cs. MainPage.cs on line 206, 182 and 71. I've gone through debugging and found the only work around was to not allow any of the Face Textures to be included.
This my first time on unity and vrm and SDK . thank you the video it help me .more like this one .👍
You're in luck! Next video will be this tool updated with 3 more customization pages! 😄😄
@@ReForgeMode it used in different applications Warudo.🤔
@@michellecheung8153 I'm not sure the full features of this expression pack will be available to other vtubing application. If that application supports VSFAvatar file, it should run this no problem.
I LOVE YOUR TUTORIALS!!!! can you please make one (free or paid) to know how to change eye shapes from normal eyes to > < this kind of eyes, or other eyes textures? please please please!
Yes! That will be in the 1.1 update next week! The > < eyes will be one of the free version along with many others like custom VFX like in dating sim! Stay tuned!
I love this, and have been looking for a way to make my model more expressive, however i use warudo, witch is like a more advanced vseeface. is it possible to make it usabel in warudo?
Hi! Warudo dedicated support will be coming in 2025. It does require me to rework big part of the code to make it compatible with Warudo. Stay tuned!
This is amazing but I have a couple of questions.
1. Is it compatible with the NEB-plugin? And if so, is there a difference between creating a new expression and creating a new blendshape(Like in NEB-plugin)?
2. Is it possible to activate an expression with code in unity? (For example in a cutscene)
3. Are the expression animations like the old expression pack?
Hello!
1. Yes. In fact, all of the systems inside this plugin runs on NEB codes. Of course, NEB can only handle the blendshapes for the model. NEB can't generate the texture expressions like this Expression Pack.
2. Yes. For the usual blendshape expression, it's just blendshapes. So you can either create an animation file or call SetBlendshapeWeight on the SkinnedMeshRenderer component. For the texture expression, you just need to animate the Face shader property for OverlayOpacity for each expreesion.
3. Yes, but there are some I'm still working on. This expression pack has far more than the old ones, minus the eye textures and the VFX animation. That should come early next month.
Hope you enjoy it!
Hey! I'm commenting because I have seem to run into a problem, I have followed this as you said but when I upload to Vseeface my model doesn't have any Iris' and I am not sure why. Everything else is working except my model doesn't have Iris'. On the select model page it shows her pink coloured eyes but actually opening her only shows white empty sockets. Any idea what I am doing wrong?
Hello! Please make sure to activate "Show Pupil" or "Initialize" in VSeeFace every time you start the application. The recent update 1.2 of Expression Pack should include reminder if you select it on Page 1.
Does this work if the odel you're using has the blendshapes from your updated free HANA too alternative plugin? Or do I need to re-export my model and start with a fresh export?
I would recommend using this first before NEB, but if you already did it, then this plugin shouldn't ruin your model. Just make sure to keep a backup in case it does, though. It could only ruin your blendshapes if you have oddly specific names like "re_mouthFrown".
Awesome! Thank you ^^
So it does only work with VSeeFace? Not with Warudo?
Yes, only VSeeFace and VNyan. I'm considering supporting Warudo, but I'm still learning how to use it.
THANK YOU SO MUCH! MAY GOD BLESS YOU ~~~~
Haha, return tomorrow and there will be a new update v1.2!
@ help, i got into issue after i did this with my new model. I got the blendshape but The model face turn black in vseeface but look normal in unity. but what is wrong with that? (*i follow all the step u said)
@@uo2265 Huh... can you send me a screenshot on our Discord server? I have to look at it to find a solution.
Thank you so much for posting this! I was just wondering how to add an outline? I saw the outline options by the Outline Texture, however making changes to either width or color does not result in a change.
Glad I could help! It should be in the Material Shader options. You need to do it for every material used by the character. Not just the face or body.
Hey you did an excellent job with the tool and it is very useful, I was wondering if there was a way to use it and then edit the model in blender or vise versa edit the model in blender and then make the blendshapes in unity with your tool
Yes! It is possible! That is how I added new expressions that are not available with Hinzka model. There's already a VRM importer plugin for Blender, so you can download that.
But there are a few caveat:
1. You shouldn't touch the Face mesh. You can edit the clothes and the body whatever you like. But do not add or remove any mesh in the Face.
2. There's currently a bug where exporting from Blender back to Unity can cause the blendshapes to mess up. This is why I recommend you to modify your model as much as you like in Blender and leave Expression Pack as the last step.
So the flow goes like this: VRoid Studio Export -> Blender -> Unity.
If you do need to go back and forth between Unity and Blender, make sure to delete all blendshapes from the new model exported from Blender and transfer the blendshapes from the old model to the new model. I recommend using my NEB plugin to do that.
On a more personal note, this back and forth bug with Blender is such a headache when I wanted to add the tongue blendshapes.
So I wish you luck, and please ask any follow up questions if you found any troubles.
How do you combine both a mouth and an eye expression into 1 keybind
There's some trickery involved in VSeeFace. You can export a model with only the Eye blendshape, then set key binds to it. Then you can export the model with full blendshapes and set all the blendshapes with the same key. The only requirement is that the new model must use the same name to overwrite the model.
But no worries! In the next update for Expression Pack, there will be a way to combine multiple expressions together!
@@ReForgeMode That’s great to hear 👍
When the vrm0 expert the texture of the face changes you know how it can be solved
Of course, because this is exclusively only VSF SDK Export only. Custom shaders are not supported in regular UniVRM exports.
@@ReForgeMode No wonder that happened, and you know which ones are compatible
Can you make something like this but for vrchat? for the 2022 avatars? :0
Stay tuned! The new version should be more compatible with Unity gamedev. With some tinkering, I think it'll be easier for you to use with VRChat.
Hello! I have a quick question, i followed the guide to a T and even sat up the whole 49 expressions you have, but when i ran it through vseeface the pupils are gone and now i look possessed by satan or an eldritch god, any settings to check for in vseeface or unity? Thanks in advance!
Please make sure to activate "_Start Animation" and "_Initialize" blendshape when you start VSeeFace. A text box should warn you how to do so if you tick the choice at Page 1 by default.
super video man, surely i'll give a place in the informations icon to your name, hope you'll have a good day :D
Thank you! Hope you have a great day as well!
Right away the one Issue I'm having with the first expression (Eye Angry 1) is that I can't adjust the position or angle of my eyebrows much since they start clipping into my skin. Might need to add another adjustment to the Z position of brows to avoid this in future?
I can easily do that. By Z you mean the eyebrows sink into the face skin, correct? I lacked some samples for testing beyond the VRoid free models.
I'll add this on the next update this month.
@@ReForgeMode
Yeah the eyebrows would sink into the face very easily on my model since I modified the eye shape extensively. I noticed a few other issues that just dont work for my model because I also have HanaTool and it resets to 0min and 100max
@@Lady.Kianna Got it. Anything else you'd like to add? I'm always open to feedbacks!
@@ReForgeMode
What would be really nice would be something akin to an expert mode toggle durring setup? Something that lets you use more than the limited toggles available durring the setup for better customization for anyone who knows exactly what they want for expression toggles and don't need to follow the facial guide or don't want some of the expressions in the list.
@@Lady.Kianna In that case, isn't using Unity + NEB Plugin itself that expert mode? Use NEBPro Combiner function, and create your own BlendshapeClips in UniVRM.
Within Unity, is there a way I can call the customized expression through code?
For regular expression, you just need to find the blendshapes name in the character's Face Skinned Mesh Renderer and set the blendshape value to 100. Use SkinnedMeshRenderer.SetBlendshapeWeight function.
For the textures, you need to add that expression animation into an animator, and then trigger that expression animation in the Animator component. Use Animator.SetTrigger to do it.
for some reason when i try to make the expression sets it doesnt move anything and i did everything what was in the video
That's quite weird. The only cause I can think of is this:
Make sure you're dragging in your model in the Hierarchy Window, not the file in the Project Window. You need to have your model present in the Scene.
The plug is amazing but is there a way to change names of the expressions because on vseeface it has the original names and I want to change it
Also would there be a way to when you change eye textures to change outfits with one hotkey
The ability to rename the expressions will be added in the next version! Stay tuned!
However, you have to do some trickery to get two actions to happen at the same time in VSeeFace. I think having two buttons back to back will be the easier way to do it.
is there any way to actually get this working in vnyan? the only results ive gotten are no pupils and the expressions havent appeared once in the program. when i launch it in vseeface all of them are there though.
VNyan and VSeeFace had the same issue with white pupils. You just have to activate the "Show Pupil" blendshape every time you start your vtubing program.
This is great, though I seem to be having an issue when I change iris size, they kind of explode and fractured. Am I messing something up or will it have something to do with eye assets?
You need to tick the box at page 1 to choose the version of VRoid you're using.
If the eyes are messed up, that means you're using a newer VRoid model.
Somehow this blue cube icon did not appear in unity. I don't know what I did wrong. I did everything up until that as said in the video :/
Hmmmm, that is weird. Did Unity generate several folders like Materials and Textures when you drag your VRM file in?
I also recommend you to just use the template project I provided in the download. Just open it in Unity.
@@ReForgeModeYes, all the folders are there. But not the last two like you have in the video (the blue cube icon and the white one)
And yes I did open the Template Project in Unity. Any idea what I can do?
If not, thanks for your help anyways :)
@@infinityyy4478 That is so weird. I recommend starting over with a fresh template project and try again. That prefab (blue icon) should be there when those folders are generated.
@@ReForgeMode Okay thank you. Somehow it's there now :)
But now there is a problem with the iris size. It looks really weird when i try to change it. On 0 its normal, but when i change the parameters the iris starts to look like a diamond (i dont know how to explain, but its very edgy)
Do you know what i can do?
Sorry for bothering you so much with these problems ^^"
@@infinityyy4478 That's because you're using an old model on a 1.27 model. At the start of Expression Pack, tick the option that said I'm using "VRoid Studio 1.27 or later"
it worked well, but i have a issue with the model eyes in vseeface, the eyeball is missimg. I try it two times with the same result. What i doing wrong here :( pls help
Activate the "Show Pupil" blendshape every time you load your model in VSeeFace. I did explain this in the following video.
When I imported the pack, the Reforge Mode option doesn't show up in my top window.
Is there an error on the console window? That would explain why it doesn't work. Also, I recommend using the provided template Unity project instead.
@@ReForgeMode Thanks it's all good now I was just dumb LOL Yesterday was NOT my day lol
When I export my model all the sudden the irises are gone. Do you know what I could be doing wrong?
In VSeeFace, turn on the expression called Show Pupil. This is kinda required for now until I figure out how to do it automatically.
Hi! Editing ...again. I am so sorry lol. I installed everything. Did the stuff, did the things. Added model to the reforge mode to start editing the expressions and..nothing. The Exrpession Pack Setup window pops up as it should. The example model shows up along with all the sliders, great. But the sliders aren't effecting my model at all. What in the heck am i doing wrong
Hmmm... Do you have multiple models in the scene? Does Hide/Show hair button works?
Hi, I would like to ask you how can I use the plugin on non-vroid characters, I feel that your plugin is very useful for these characters, but I would like to know if I can make it run on other mesh types.
No, this plugin doesn't work for non-VRoid characters. At its core, it works by manipulating common VRoid mesh data, which is uniform across all VRoid models, but not necessarily so on any 3D character model.
Technically, it is possible to use some part of it just to add anime expressions, but I will need to make significant changes to the plugin. I don't see a big demand for that right now, so it's not in the list of things to do at the moment.
@@ReForgeMode I understand, thank you very much bro! I bought the pro and I liked it for my vroid character.
@@anuarrojas1912 Great! Thank you for patronage! If you have any feedback or feature request, do let me know!
Neither blendshapes from NEB or the pro expressions seem to work in VNYAN? Followed both tutorials to the tee with no errors. Expressions show up on VSee to be toggled but Face blendshapes from model transfer while mocapping regularly don't register at all. Expressions do not register in VNYAN at all- it requires to import a vnyan expression file.
Hmmmm... I'm not sure what the problem is here. If the blendshapes do show up in the list, then I think you just need to check the node trees configuration in VNyan.
Also, make sure that you uploaded the right VSFAvatar file. That's a common mistake I encountered.
I am having the same issue. Exported the VSFAvatar file and loaded it into VNyan, and all of the blenshapes are empty (neutral). Loaded the VSFAvatar file into VSeeFace and it is happening there as well.
When I add the expressions, etc... They all appear on my model in the Scene. After adding them and finishing the process, the blendshapes it creates are empty (neutral).
@@otakotan Huh... that is weird. Is there any error messages in the Console window in Unity?
@@ReForgeMode Nooo, I was just dumb! Had to choose the later version for the vroid model and it was all fixed. :) Thank you!
Hello can you explain how to use emotions in code? Im making the game but i dont understand how to use emothions scriptable objects! i do this (void Blink()
{
var expression = m_vrm.Runtime.Expression;
expression.SetWeight(ExpressionKey.Blink, 1.0f); but i need more information how to use it.
Hello! You don't use ScriptableObjects to set expressions. If you're using it for a game, you can skip VRM entirely and just call Face SkinnedMeshRenderer component and adjust the blendshape values.
@@ReForgeMode thank you! And there is a strange thing. I am making the animation in animator window. When i am in the scene view i can see it but when i switch to the game window it doesnt show! The same issue happenes with some static emothions. I set "All_happy" 100 persent in the inspector, but when the game is launched it is returning back to 0. Why? It seems that some emotions work but not all!
@@aneliaalabaster340 Well, it could be because of several factors.
The Inspector variable went to 0 means that the animation was overriding the values you set in the Inspector, so the animation definitely does run. Unless you have a script that immediately set those values to 0 at Start() or Awake().
As for why the Game Window doesn't show your Facial animation, you may have set the Animator incorrectly. If you're using Animator Layers, make sure to set the "facial expression" layer to 100 by clicking the gear icon next to the Animator Layer name.
Beyond that, I would check the Animation file itself and see if the animated property text turns yellow. That means that the properties are not in the correct position.
with this being updated is it stil required for the 2019 unity use only? and do your other add ons work with this such as NEB and all its extras?
The problem with the Unity version is that this plugin requires VSeeFace SDK, so since it's no longer being updated, it's stuck at this version. Otherwise, you can't export it as VSFAnimation file. But if you want to use it for gamedev, feel free to use any Unity version.
NEB is confirmed to work with this as well. However, if you just want to transfer blendshapes from Reference Model to your model with NEB, Expression Pack already includes all of those blendshapes in your model as part of its basic function.
@@ReForgeMode i am trying to set up a Vroid for Vtube streaming on twitch. I am going to use the 2022.3.42f 1 or the 2023.2.20f1 version, so not THIS pack & i assume the Extra to this pack. Anything else i should exclude? ---- is there a specific order i should upload the other packs in for unity? ill also use Vseeface
@@OpalUsagi If you're using VSeeFace SDK, it's better to just use the version I gave you in the template.
If you want to modify any external packs, the order goes like this: other packs > NEB > Expression Pack > Export as VSFAvatar.
hey man, can you help me? When I place the model in OBS, the colors of the expressions are different. Is there anything I can configure?
Hello! If you're using VNyan, there is a recurring issue that the background color can influence the color of the model. Switching it to black solves this issue.
Aside from that, I would check the Chroma Key setting on your OBS profile. It may accidentally clip out your model.
@@ReForgeMode hmm I don't use VNyan. I only use vseeface and the transparent background in the application. To put it in OBS I use Spout2 with the "converted premultiplied" option. I tested others and they also have this problem. Game capture is no longer working with vseeface.
@@RyoKohakai Does this work for your original model before it's put through Expression Pack?
@@ReForgeMode yes, but before the expression pack, my model didn't have these textures, like blushing or fear.
@@RyoKohakai Hmmmm, can you join our discord server and post the image in a forum post there? I want to see this myself.
My first model export was great, but all the exports after that have the expressions all going off at once. Any idea why that might be happening?
@@sephyterra Hey there! In general, you should only go through Expression Pack once. If you have to restart, delete your model and reimport it again.
@ReForgeMode I did delete the model and imported a new one, but the emotions are still activating on top of each other, especially when I am moving my mouth. I don't have emotion tracking on. I might try deleting and re-importing the expression pack as maybe some settings are getting stuck?
@@sephyterra I see... There could also be issues with overlapping hotkeys in VSeeFace. Can you check to see if there is overlapping hotkeys?
Deleting and reimporting expression pack will work too. Make sure to delete your model before retrying.
This is a really great tool!
I am trying to use it in my unity game, however my game is made using a 2022 version of unity which the plugin doesn't work with. I was able to get it working using the template project in the recommended working and I've exported my character.
Is there any way to get this working for my game in it's 2022 version or do I will I have to downgrade the version of Unity for my game project to use it?
Problem is not about the Unity version. It's about how the tool is made for vtubing. Currently, this tool doesn't have a direct way to use it natively in Unity. You have to call the animations directly. This is an issue I will fix on the next version, where you can specify at the start what you're using this tool for: vtubing or game development.
@@ReForgeMode Oh I see, thanks for the explanation. Do you have any idea when you might be releasing the next version?
@@OM4119s I hope in a couple of months. My health is in a really wild ride these past few weeks. Plus, there are other videos I wanna make before I focused entirely on working on the plugin. TH-cam just don't like it when I post sparsely.
Help please! I installed the right unity version, but when I open the folder just like the tutorial, the model folder is nowhere to be found
Hmmm... That's a weird error. Can you just import your model back in?
Thank you so much. What should I do if I get an error that “.vsfavatar does not exist” when trying to export?
I'm not sure what error that refers to. But just to be safe, you can start over by redownloading the template project and open it in Unity. Then import your model in with Expression Pack.
@@ReForgeMode thank you so much. I tried that and it still tells me that export fails because my model name.vsfavatar does not exist
@@KaijuKai Huh... Can you send the error image and messages to our Discord server forum? I would like to investigate this matter myself. Discord server link is in the video description.
Hello, just asking in case you're still replying to comments. First of all I love your tutorials as it saves a ton of time setting up a custom Vroid. The issue I'm having is after exporting the model from Unity the pupils from my eyes disappear. Wondering if there was something I missed or forgot to do, but I believe it's something within Unity. Thanks for all the great vods!
Yep, I'm still here! It's inexcusable for an under 10k subs channel to not reply to comments, especially on tutorial videos!
For your issues, you just need to enable "Show Pupil" blendshape in VSeeFace/VNyan. Unfortunately, you have to do this every time you start the vtubing application due to how they work. This is actually explained in a follow-up video on update v1.1
If you need any more help, please let me know!
@@ReForgeMode Thank you for the quick response, as someone who has never used Unity prior to today I'm very glad these videos exist. Is there a certain order/specific videos I should be going to in order to get expressions tracked by my iphone. I got Ifacialmocap and don't know if there is a specific video where that could work. Sorry to bother this is all very new to me🥲
@@ReForgeMode Good afternoon Reforge, thank you for replying to my last post so quickly. Been going through some of your videos and I was curious is there was one covering using expressions by using Ifacialmocap, Is there a way I could just make the expression in the webcam and it just do the expression?
@@Hydreigoon_Vtuber Hello! I haven't looked into IFacialMocap yet. So far my tutorial only applied to VSeeFace and a bit of VNyan. For you case, VSeeFace do have a similar function in beta, where you can set a set of expressions that will be shown on your character's face if your real life face matches it.
It would be an interesting project if it's not already there in IFacialMocap. But if it already is there, then you just need to select the expression you want from a dropdown menu of your model's blendshape.
On my part, I need to update my Expression Pack so that you can combine all expressions into a set, just like the default VRoid Studio "Happy, Sad, Angry, Surprised, and Joy". That should be coming in the next version v1.2 or maybe in v1.3
can you explain how to import the folder vseefacesdk plase?
It's very version-sensitive. I recommend you to just use the template project I provided on the download page. It's also available on the free version.
i have problems with emotion window( in reforge mode), it's very big and i can't continue editing, how can i try to fix this?
Ohhhh... What monitor resolution are you using?
@@ReForgeMode 1360x768
@@ReForgeMode my monitor res:1360x678.
@@ReForgeMode 1360x768
Anyway to do this with delete meshe's checked?
I've put so much work into my model, many sleepless nights and hours of hard work cause I was on a roll. I exported with the meshe's set to delete. I went back to fix it and do another export...and the model is gone. It's nowhere ;^;. The .vroid file is just...gone. So is there someway I can work around this, or am I back to sqaure one rebuilding the whole model? TT_TT
Unfortunately, no. I don't think so... The tool could only work on "Delete Meshes unchecked".
I've heard there is a way to turn VRM back to VROID, but I haven't looked into it.
@@ReForgeMode I see, I'll have to try and find out. Thanks anyway for the reply.
@@thekirtfox No problem! My apologies, I wish I could do more.
@ReForgeMode no problem, I appreciate the thought. I did manage to go into the vroid assets folder and find the bits and pieces for rhe models hair and outfit.
Though there were some minor inconsistency in the one I had originally. Guess they hadn't updated?
I had to removed adjust the face and body, some bones and stuff for the hair and other things. Wasted a good bit of the day fiddling with it. But at least I kind of have the model back now... and back ups made.
@@thekirtfox Oh, glad to hear that! Let me know if you need more help!
Anyway to export the model to be used on Unity itself, or even better, on Blender?
Well, you're already in Unity, so you just need to Export Custom Package.
For Blender, technically you can use VRM Importer Plugin for Blender. But you need to use the UniVRM export function instead of VSFSDK, which means you'll lose the blush textures.
Any idea why my model wont move when i put in on vseeface? :c
I need more details to help you out. Did you use the Unity Template Project I provided in the download page?
Hi! Help needed, my files aren't popping up in Unity! Any advice on how to fix?
Hello! Can you clarify what do you mean by your files not showing up? Is it in Unity Hub or in Unity Editor?
hi again :3 so ive gotten as far as exporting the model as a vsfavatar and importing it to vseeface, but when i load the model it only tracks my head movements - no face or anything. i also use vtube studio on an iphone 14 for tracking if that changes anything. do you know if there's any solutions, or should i stick to the vrm file for now? either way thank u so much again for your work & your help on the neblite video!!
Hello! That shouldn't happen at all unless you're doing some very fancy modifications to the default VRM model. I will need more details on what you've done with the model prior to using the Expression Pack.
@@ReForgeMode of course! other than neblite and using/editing custom textures in vroid, the only thing i did to my model before using the expression pack was edit some of the standard expressions in vroid itself
@@onlinesona Huh... I think it's on NEBLite. Make sure you're using BlendshapeClipMaker after you're done with NEBLite, and then use the Expression Pack. BlendshapeClipMaker package is included in your NEBLite plugin download.
@@ReForgeMode thank you so much! should i use BlendShapeClipMaker after using the Expression Pack, too?
@@onlinesona No need. Expression Pack already has a built-in clip maker in it.
With NEB, I sort of have a dillema whether or not to include ClipMaker, since it should be able to work with VRM 0 and VRM 1 model. The problem is... VRM 1 doesn't use BlendshapeClips, so if I do clipmaker, it will throw some errors.
That's one thing I am currently trying to solve for NEB 2.0.
Can I use this on 2023.2.10? I want to try it. If yes, what packages or plugins should I install? (I come from UE so idk how unity works)
Unfortunately not. So the way this plugin works is that it is piggybacking on VSeeFaceSDK, and that SDK has been outdated for years now. It is only working on a very specific version 2019.4.31f1. But as I said in the video, I've already prepared a template project for you to use with all the dependencies checked. You just need to open it and install this Expression Pack.
@@ReForgeMode but actually I want to use this in unreal, if I don't export this in vrm form I won't be able to use vrm4u.
Is there any way for me to deal with that?
Actually I only need the blendshapes, if the flush, ill face...etc is not available then it's fine, but indeed, I'm new to unity(just installed it 2 days ago), any advice would be appreciated!
@@wtyisjoe Oh, if you only need the blendshapes, then yes, you can export it as VRM. You just won't have the blush textures swap.
@@ReForgeMode I confronted sone issue. I've exported it as vrm and vsfavatar, but why the vrm's face on vseeface is black?, moreover, when I'm using the vsfavatar, the face turn black when I open the mouth
@@wtyisjoe Oh, sorry! This comment was not sent as notifications on my youtube studio. If you're still having issues, let's talk about it in our Discord forum. We can send screenshots and discuss it in more detail.
Please help im getting an error Export failed! See the console for details.
I need more information to help you. When and what did you do before this error happened? Are you using the template Unity project files I provided in the download page?
@@ReForgeMode I'm having the same issue "FileNotFoundExeption"
Im using macbook, i tried your steps using pc now its okay worked great.
@@ReForgeMode
@@Thenostalgicdarkness When and where this error shows up? Can you clarify?
@@ReForgeMode It pops up when I try to export the model with SKD. The model is selected it just fails instantly.
Hey may you help me, I dragged my model to the models folder but the blue box didn't show up.
Sure thing! Make sure you're exporting your model as VRM 0 in VRoid Studio. My template and this plugin only works for VRM 0 model.
@@ReForgeMode It worked! Thank you so much!
@@Rya_Vt Glad to help!
@@ReForgeMode One last quick question how do you get it to work on VNyan with exporting and the expression toggles?
@@Rya_Vt Exporting to VNyan is exactly like exporting to VSeeFace in this video. For the expression toggles, the easiest way is to use the startup wizard. I think there are many tutorials on youtube how to use the graph node on VNyan.
Will there be a Warudo version?
Not planned at the moment. I still need to figure out how to make it work on Warudo or VNyan.
Will this work combined with the hanna tool expressions? 🤔
I think so. You should be able to add more expressions no problem.
If it didn't work you would get an error message I think, or you would get malformed expressions.
@@Fleuritje This tool will warn you at the very start if your model is incompatible. But other than that, it shouldn't fail because it generates its own expression independent of Hana Tool
@@ReForgeMode That's good, I've had different experiences with scripts from the internet. That your entire face simply deforms instead of giving an error.😅
@@Fleuritje Oh my... That might be a problem with blendshape mapping or incompatible mesh data. Must be an interesting case study 😂😂
For some reason when I import it completed my eyes disappear
Enable Show Pupil blendshape every time you start up your vtubing software. I explained it here: th-cam.com/video/Q1_obTcE_uE/w-d-xo.html
Will these expressions work for a VRChat avatar?
I'm not sure. I haven't tested it. This was made using VSeeFace SDK. So if VRChat supports that, it should also support this plugin.
im having an issue that says the 'vrm meta' is missing when I try and export it. any idea what this means? also youre a legend for making this plugin so straightforward, thanks in advance!
Hey, glad you like it! If I remember correctly, VRM Meta should automatically be added when you import your model to Unity. So I think you just need to delete your model in Unity Project Window and reimport it again. This issue could also be caused by using the wrong version of Unity. I recommend just using the template project I provided when you download this plugin.
I also need to inform you that many Unity errors are just warnings. If the error doesn't interrupt your export process, it can be ignored.
When you are exporting the model you need to navigate back to the main model as while you are changing the expressions it's moving around in the underlying asset folders. So you'll just scroll up to the window with the model file that you dragged over and click that before using the avatar export menu.
would I be able to transfer these expressions to a vsf model built with Unity 2020.3.48?
As long as it's still in VRM format, you should be able to use any model. Keep in mind that VSFAvatar file is irreversible. You can't convert it back to VRM instantly.
Then, you should also use the template project file which is confirmed to work with VSF SDK to avoid any errors.
@@ReForgeMode thank you and i apologize, my first question was not worded correctly.
Is it possible to apply your reforged blendshapes first (in the vsf template file) -> export to reforged vsfavatar -> import the reforged vsfavatar to my 2020.3.48 project -> then finally transfer the reforged blendshapes to my current unpacked model?
Sry if my question does not make sense Im still new to everything >
@@abaytees No worries! As I said, VSFAvatar file can't be reversed back to VRM file.
If you're doing it for gamedev project, you can just install Expression Pack normally in any Unity version, since you're not planning to export it as VSFAvatar. Transferring this model between different projects could be done by simply Export Custom Package instead.
But if you're doing for vtubing, to export the model properly, you have to use the 2019 version of Unity as stated in the template project. Otherwise, your model wouldn't be exported correctly.
If you want to do vtubing, but have already made your model in 2020.3.48, then the only workarounds is to create a backup copy of your project, then transferring everything (Ctrl + C, V) in the asset folder to the Template Project. Unity should immediately down-version your current model. Of course, if you're using some fancy plugins, this might not work. Just try it.
@@ReForgeMode Hi I tried it in 2020.3.48 and it works for the most part! Only problem is blush seems to be baked on to my face and toggling blush again overlays a second blush. I can't remove blush but all the other face textures work properly. ><
Anyway thank you for making these!
@@abaytees No problem! It's weird that it's overlapping. All of the textures for blush, sick, and etc should be set to exclusive (only one can active at a time). Or you can just simply remember to turn the previous texture off first, before toggling the next one.
If you're using an advanced vtubing application like VNyan, you might want to look for some way to do only one texture at a time.
can you use it for animation
Yes, but if you know what you're doing. If you are animating in Unity, it's really easy. In Blender, it's a bit of a hassle, since you need to export the animations from Unity to Blender. I would recommend just animating the blendshapes instead.
I wonder if we can use this in VRChat…
Stay tuned! Version 1.2 is more compatible with basic Unity game dev, so you can adjust that for VRChat
Amazing. Making progress little by little...
i keep getting visual studio error? what am i doing wrong
Can you explain what the error is?
omg man, thanks so fucking much ❤
No problem! Glad you like it!
Hello, is it possible to see both the texture of a facial expression and an emotion at the same time? I didn’t understand how to do this, when I move to the next step the emotion disappears
I figured it out
Glad you managed to figure it out. Let me know if you need more help!
hey bro im getting some error that says VRM meta not found
plz help ive spent days on this
Huh, that's a weird error. Did you use properly exported VRoid models?