There's so little material online in regards to this, I'm still a bit lost after rewatching this video quite a bit. Is there a term for this stand-in model where I can find more info on how it's properly done, to see a few different usage cases and try to understand it better? Thank you
Thank you so much! I actually helped me fix some funky normal thingy happening when I brought the VRM model inside Unity. The normal was working fine on the FBX/Prefab so I just copied the coponents, made the correct correspondencis and there you go, I had a perfectly working model!
This is really tricky territory. If you add a mesh with blendshapes on it, you're going to mess up your indexes, and have to recreate your blendshape proxy for the new model. One trick I figured out, to make editing a little easier, and cut down on some of the artifacts generated by Blender's fbx export process is to use the actual blender file itself, rather than the vrm. It imports to Unity just fine, and it takes simple changes in stride. You save save a step :)
I used to do the exact same thing, so much time wasted but now you can go forward and not waste as much! Honestly this shaves so much work off when you just want to do a small update or Add a shirt or such!
does this keep working if you move the blendshapes around or add new ones? i feel like i may have caused some goofiness by moving things around and i may just have to be wary not to do that.
Yeah! That's the main reason I use it, you've just to to check that the Blendshape component is looking at the correct mesh, by default it likes to go to the VRM but it's the FBX that needs to be there, you can then add new keys and just replace the FBX without having to redo the whole thing.
If tweaking existing shape keys works fine, would adding new shape keys break things or not? That's typically why I would end up redoing the whole process cause I'm too afraid to test it out myself.
(not so) quick question: is it normal that the "preview prefab" keeps going back to the one with the "filled box" (the "true vrm" I think) even if I select the fbx and do some changes (e.g.: the updated FBX has new shapekeys, I select the expression, push the slide of the new shapekey and then click on the viewport to go back to the previous "tab")? It actually works when I export and test it on VSF, even when the "preview prefab" reverted back to previewing the vrm model ("fully filled box") instead of the fbx ("partially filled box" haha), but I find this annoying and I'm wondering if I doing something wrong.
No no that's expected behaviour, I think it's because it's looking for what it see's as the VRM but you've just got to reinsert the FBX back in place and it should be fine. It's a little annoying but don't worry you've not done it wrong!
THANK YOU SO MUCH KAIDE, I have always struggled with reloading VRM blendshapes. This is amazing, you're the best.
It can be such a PAIN so i'm glad this method helped you speed things up
WAIT YOU CAN DO THIS???? OMG YOU ARE A LIFE SAVER
Yes you can and DO DO THIS, it saves SO much time
hi can you help me to make my fbx file to vrm? cow when i try it and load it says error .. 😭
There's so little material online in regards to this, I'm still a bit lost after rewatching this video quite a bit. Is there a term for this stand-in model where I can find more info on how it's properly done, to see a few different usage cases and try to understand it better? Thank you
Thank you so much! I actually helped me fix some funky normal thingy happening when I brought the VRM model inside Unity. The normal was working fine on the FBX/Prefab so I just copied the coponents, made the correct correspondencis and there you go, I had a perfectly working model!
Great to hear!
This is really tricky territory. If you add a mesh with blendshapes on it, you're going to mess up your indexes, and have to recreate your blendshape proxy for the new model. One trick I figured out, to make editing a little easier, and cut down on some of the artifacts generated by Blender's fbx export process is to use the actual blender file itself, rather than the vrm. It imports to Unity just fine, and it takes simple changes in stride. You save save a step :)
Oh my god this is a life saver, thank you! I've been redoing the whole vrm with every change for months now, sooo much time wasted XD
I used to do the exact same thing, so much time wasted but now you can go forward and not waste as much! Honestly this shaves so much work off when you just want to do a small update or Add a shirt or such!
whats the plug in download for the vrm menu to pop up on unity?
Thanks for the Tip Kaide! See ya in your Twitch Streams!
Hope it helps
Very very useful! This will save me so much time
Ok: So the prerequisite is to already have the original VRM setup with Blendshapes and Springbones/Colliders scripts?
does this keep working if you move the blendshapes around or add new ones? i feel like i may have caused some goofiness by moving things around and i may just have to be wary not to do that.
Yeah! That's the main reason I use it, you've just to to check that the Blendshape component is looking at the correct mesh, by default it likes to go to the VRM but it's the FBX that needs to be there, you can then add new keys and just replace the FBX without having to redo the whole thing.
When I change the body I get that its out of hierarchy is there a fix?
Also, your models are adorable
Can help us how we convert FBX to VRM step by step.?
If tweaking existing shape keys works fine, would adding new shape keys break things or not? That's typically why I would end up redoing the whole process cause I'm too afraid to test it out myself.
No that's exactly why I do things this way! It means you can add then and such and it doesn't break it! It saves so much time because of that!
why is there no tutorial for exporting a model as vrm straight from blender as unity does not have the textures when you export the model as an FBX
(not so) quick question: is it normal that the "preview prefab" keeps going back to the one with the "filled box" (the "true vrm" I think) even if I select the fbx and do some changes (e.g.: the updated FBX has new shapekeys, I select the expression, push the slide of the new shapekey and then click on the viewport to go back to the previous "tab")?
It actually works when I export and test it on VSF, even when the "preview prefab" reverted back to previewing the vrm model ("fully filled box") instead of the fbx ("partially filled box" haha), but I find this annoying and I'm wondering if I doing something wrong.
No no that's expected behaviour, I think it's because it's looking for what it see's as the VRM but you've just got to reinsert the FBX back in place and it should be fine.
It's a little annoying but don't worry you've not done it wrong!
@@Kaideart thank you!
Hey man, can you help me get an fbx skin converted to vrm? a skin? I don't have a computer to do this😢
So I just copy the components and nothing else?
God bless you