This is exciting to me. I cannot wait to do more with my model that I created. You have a new subscriber now, I have learned a lot from your tutorials. Once I adjust my model's expressions, I will use this.
I'm having issues with this, it "switches" between the two textures just fine at first glance but then I noticed the second texture I want to replace the first is more just overlaying it, making the colors dull and the hues are a little off, like the first texture is showing through a bit. Anyone know a solution? I tried google but couldn't find anything
great tutorial! sadly it diddn't help my situation as I wanted to do a full material swap with emissions and markings swapping in and out but its still a really awesome effect!
Hey Suvi, thank you so much for these tutorials. I was wondering if you could help me with something. I'm a shapeshifter and, right now, I'm using VtuberPlus in order to make it so that chat can redeem shapeshifts. I've got each form setup as a different avatar and you can redeem to switch to a new one. This is functional, but it doesn't look very cool. What I would much rather do is have a short transformation sequence from one form to another. After seeing this video, I think I could do that. The idea being that the avatar will actually be blank at first (showing only the features in common between the forms) and then add each form as a different texture to each mesh in this modified shader. Then, when someone redeems a shapeshift, it animates the current texture being turned down to 0 and the target texture being turned up to 1. This way I sorta swap into that form. I can then do some kind o animation for the accessories and outfits, but that's the idea. 1. Do you think this would be a good way to achieve that? 2. I have 6 shapeshift forms, is there a way to make it so that I can have more textures per mesh than 4?
I had something like that in my old setup. Poiyomi shader has animated dissolve effect. The more forms/outfits you have the more difficult it'll be to upkeep. Better might be to animate outfit disappearing, swap model, and maybe play some appearing anim then. If your current app can't do it you could try with my VNyan once it gets released
This was incredibly helpful! I am trying to make a model that can change the color of its skin as an expression with a hotkey in vseeface. Could something like this be applied to the entire body?
Wonderful tutorial, but when I download your package and import it into unity, I continuously run immediately into an error CS0246 regarding "EditorRotationUnit" not being found. the package was imported into the assets folder and my avatar is present, but I am not sure why it isn't locating this namespace.
In order to stack the materials, you could just do the effect without the face texture underneath it. Like have the base and the extras don't have the face texture under it if that makes sense?
@@Suvidriel It also looks like you can't do it with multiple materials and trigger them separately. I tried with face and eyes, and they both activate when I try to record the animation.
Thank you! This is super helpful. Much prefer this method! In terms of adjustments to the shader, is it possible to add a roughness slider so it can be reflective? I'm guessing its complicated to do. I tried doing it with BSDF instead of MToon but it didn't work in VSeeFace.
MToon doesn't have support for metallic effects. I recommends you give poiyomi-shader a try in the meantime. I could check if it was possible to add some extra features to MToon as well later
@@Suvidriel Thank you! I recently tried this shader following your tutorial, and for some reason the textures don't appear in VSeeFace and the face has the same lighting as your model (more 3D with shadows) any idea where I went wrong? I downloaded 0.2 for the additional texture channels.
@@LaurArt_UK You need to export is as vsfavatar instead of vrm. VRM files only support normal MToon and Unity standard so it sounds like in your case it's converting it to unity standard shader
Hi, I'm really having trouble with my avatar. Sometimes the expressions dont work at all despite following the steps exactly. Or they loop inside of unity when im trying to record the other animations. Any help would be appreciated
it sounds like the animation may have been set as the default state of the animator controller. Make sure you only assign the animator controller to your model while you are in the play mode. If the motion ends up looping then maybe delete the old animator controller and create a new one
This is amazing Suvi! I will definitely check this out, out of curiosity because I am curious say I made a face texture (example blush) but it didnt have the 'skin' color of on the texture would this still work? I also wonder if the 'regular' skin would disappear or still be there
can you do this without the animation, as an alternative way to have alternate textures? because as I commented before I am changing the texture on my model's body with the old method, and it gives the texture a different quality- if I did this, the texture would be the same scale etc. and wouldn't have to move so it might fix that issue, I was just wondering if it's possible to have it toggle the same as the old method but just this way? 👀 tysm for these great tutorials btw!!! 💖
What do you mean with different quality? Did you set different compression for the other textures or something? But nope, to adjust material properties you'll have to use animations
@@Suvidriel I changed it so there's no compression happening but it makes it weirdly higher quality than the original vroid texture looked? it's strange and I'm still looking for ways to fix it? hmm- do you think doing these animations but instead of scrolling the bar, just typing 1 in so it's not gradual would do it? (i am not quite sure how the animation side of stuff works so if this wouldn't do anything different nvm aha) thanks for responding!!
Can I swap the texture for a alpha one so that it kinda dissapears when I activate it. I was thinking of making a mask and then making it toggalble so it dissapeared
A great tutorial I plan on using for my Vtuber model~ Though question--will this work if say, I have multiple textures for the face, and then also have multiple textures for the eyes? I'd love to do animated eye effects (like glittery starry eyes or heart eyes) but I'd also like to have multiple textures for the face as well. Is there a limitation as to how many different textures each object can have, or a limitation for how many textures the model as a whole can have, or is there no limitation?
A limitation might be on how animations work. Basically animation will adjust the material parameters of the whole mesh including all submeshes.. so if you want to use this shader on more than one part then you'll need to split the model into multiple parts - not just submeshes
Can you combine these with other blendshapes,while still keeping them separate hotkey? Not grouping them together into one blendshape with one hotkey for both, but like the skin turning grey and i could also make a disgusted face at the same time if I want to. Or can they not overlap like that? Thanks for the great tutorial!
@@Suvidriel Sorry, let me try to rephrase. I have two separate blendshapes: the animation where it turns the face grey and one where the face makes a disgusted expression. Two separate expressions with their own hotkeys, they're independent of each other. Is it possible to have both blendshapes active at the same time, while still being separate? Meaning, I could turn the face grey, then separately have the face look disgusted while the face is still grey, then make they grey blendshape go away, but the disgusted face is still active, etc. Like they can overlap freely, without deactivating the other blendshape. Sorry, if my explanation isn't clear!
Ello, may I know on how does one export this as a vrm instead of vfs sdk? I tried exporting as vrm but my face would turn white and with none of the expressions animations working. 😢
@@cawlmao There isn't a way to do smooth transition but you could try the texture atlas technique I covered 3 years ago th-cam.com/video/MIzJtdvgdb0/w-d-xo.html
It does blend it back to the start values but the transition speed cannot really be adjusted. There might be a solution but I'm still experimentin with that
Hey so, I've watched your first tutorial which went smoothly but while trying to follow this one I ran into an issue. I downloaded your MToon MultiTexture 0.2 and tried importing it in Unity 2020.3.30.f1 with UniVRM v0.97.0, however it kept giving me the rror message "Assets\MToon_Multitexture\Editor\MToonInspector_MultiTexture.cs(535,50): error CS0246: The type or namespace name 'EditorRotationUnit' could not be found (are you missing a using directive or an assembly reference?)" Do you know how to fix it? I'd really appreciate some help ;-;
@@Suvidriel I tried it with Unity 2019.4.31f, 2019.4.36f and 2020.3.30f but the uniVRM 0.66 won't work with either of them. And the newer uniVRM versions won't work with your MultiTexture :c
@@AfterDarkBites I tried it just now with empty project and it is working. It sounds like your project is still not having the correct MToon shader version. Make sure you use this specific install of univrm: github.com/vrm-c/UniVRM/releases/download/v0.66.0/UniVRM-0.66.0_39d5.unitypackage Any other univrm version will not work as they do not contain the class you're getting the error about. They'll also not work with VSeeFace SDK as they add non-whitelisted components to your avatar. So here's the steps: Start unity 2019.4.31f, Create empty project, Import univrm 0.66, import mtoon multitexture, import vrm-file. At this point you'll not get errors. Finally add VSF SDK
Hey! so even after following the tutorial, im also getting the same error as michaela law from 10 months back, I continuously run immediately into an error CS0246 regarding "EditorRotationUnit" not being found. and i seen your comment saying 'Make sure to import the specific univrm version 0.66 first' and i thought i did, but im still getting the error, any fixes for this?
@@Suvidriel ohhhhh, thank you!~ i wish it would update , but sometimes i guess it cant be helped. maybe you should make a comment saying this just in case others come across the same problem later on, thank you again!
I LOVE your tutorials! but sadly my animations never seem to work... ive tried on multiple occasions through your different tutorials but i still cant seem to get it to work
@@Suvidriel Thank you for replying! I do have the Vseeface sdk but when I go into the animation section of your video where you hit play and the character takes that odd pose. The filming process is the part that never saves. It will show it but not finalize it? Then I test it by saving and exporting as vrm trying it in vseeface but to no avail. Your tutorials are amazing though! I know I'm messing up somewhere
I have an issue, instead of the image swapping to the next completely, the image just slightly transparent over the underneath one, is there a fix for this? I really enjoy this addon but this bug is kinda annoying.
hmm.. it should cover the underlaying image when the amount is set to 1 as long as your images don't use transparency. This was so that the non-base images could use transparency to add kinda like splat maps on the base texture and combine them. Say you want to combine blush with some other effect
Hello! I just started using Vroid and your tutorials have been very helpful so far! And your way of teachinh is the most effective for me as well. Thank you! Just a question tho, for some reason, after I exported my model and open it in Vseeface, the face textures shows up immediately and permanently on my model's face. So I have this grey face that shows as like a permanent texture on Vseeface. 😭
Your video is really awesome and I followed it step by step. It's just that, when I open it in Vseeface, I have the grey face expression already which I cant make disappear. 😭😭
Hi, i've been loving your tutorials and they help me a lot. I wonder if you could help me out with making it so my arms don't clip through my body but actually interact with it, like how your chest moves when your arm hits it. Been leaning about colliders and just can't figure out how to make the body interact with itself, I use unity for this and any help would be greatly appreciated
You could check the jiggle physics tutorial I did last year to get started. The thing you need to add is spring bone colliders to your hands and then in the bust springbones add those colliders into the collider list
rly great thing, would be so great to stack these or use it in more Materials, like the eyes aswell, i tried it but if i use the shader on Face AND eyes, always both "texture 2" sliders are moving, so i got Blush with Demon Eyes now xD but thx anyways :D
Hey! I love your lessons, they are very useful! Please tell me, do you still have the 1.0 version of the shader with which you worked? the new 2.0 version has a bug in the code.
Thank you so much for this tutorial! You explained everything so well and the effect looks great on my avatar
You are a life saver! I could not figure out how to do this on vrchat and this tutorial work. You are great!
I really love Suvi Tutorials ... they always spark my desire to improve my model 😍
This is exciting to me. I cannot wait to do more with my model that I created. You have a new subscriber now, I have learned a lot from your tutorials. Once I adjust my model's expressions, I will use this.
Thank you for your tutorials suvi! You are the best!
Really appreciate all these tools you are making for the world :)
Your avatar just keeps getting cuter and cuter.
woaaa!! sUVI I REALLY NEEDED THIS THANK YOU!!
The intros keep getting better and better suvi haha. Thanks for the tutorial!!!
ye, I remember when she just dropped on water
Thank you so so much for all your tutorials !! You help me a lot preparing so much funny things with my avatar. :3
I'm having issues with this, it "switches" between the two textures just fine at first glance but then I noticed the second texture I want to replace the first is more just overlaying it, making the colors dull and the hues are a little off, like the first texture is showing through a bit. Anyone know a solution? I tried google but couldn't find anything
Also having this issue
Same issue here, the eyes for my character have this issue
Gracias por el tutorial 🙂
I want tutorial how to add the computer thing to room & link to this dress.
great tutorial! sadly it diddn't help my situation as I wanted to do a full material swap with emissions and markings swapping in and out but its still a really awesome effect!
ur the best u know that
Hey Suvi, thank you so much for these tutorials.
I was wondering if you could help me with something. I'm a shapeshifter and, right now, I'm using VtuberPlus in order to make it so that chat can redeem shapeshifts. I've got each form setup as a different avatar and you can redeem to switch to a new one. This is functional, but it doesn't look very cool.
What I would much rather do is have a short transformation sequence from one form to another. After seeing this video, I think I could do that. The idea being that the avatar will actually be blank at first (showing only the features in common between the forms) and then add each form as a different texture to each mesh in this modified shader. Then, when someone redeems a shapeshift, it animates the current texture being turned down to 0 and the target texture being turned up to 1. This way I sorta swap into that form. I can then do some kind o animation for the accessories and outfits, but that's the idea.
1. Do you think this would be a good way to achieve that?
2. I have 6 shapeshift forms, is there a way to make it so that I can have more textures per mesh than 4?
I had something like that in my old setup. Poiyomi shader has animated dissolve effect.
The more forms/outfits you have the more difficult it'll be to upkeep. Better might be to animate outfit disappearing, swap model, and maybe play some appearing anim then. If your current app can't do it you could try with my VNyan once it gets released
This was incredibly helpful! I am trying to make a model that can change the color of its skin as an expression with a hotkey in vseeface. Could something like this be applied to the entire body?
definitely
I just load the package and console show an error "EditorRotationUnit could not be found" do i miss something!? any one with this problem!?
Make sure you first import UniVRM 0.66. It needs to be that specific version
@@Suvidriel o thx, i have later version. i will try that one.
Wonderful tutorial, but when I download your package and import it into unity, I continuously run immediately into an error CS0246 regarding "EditorRotationUnit" not being found. the package was imported into the assets folder and my avatar is present, but I am not sure why it isn't locating this namespace.
Make sure to import the specific univrm version 0.66 first
In order to stack the materials, you could just do the effect without the face texture underneath it. Like have the base and the extras don't have the face texture under it if that makes sense?
Currently it likely wouldn't work since it doesn't take the alpha into account. It wouldn't be too big of a change to make it work though
@@Suvidriel It also looks like you can't do it with multiple materials and trigger them separately. I tried with face and eyes, and they both activate when I try to record the animation.
@@Cosmic_Commentary You can if you split them into different meshes. The animated material values are shared by the whole mesh
Thank you! This is super helpful. Much prefer this method! In terms of adjustments to the shader, is it possible to add a roughness slider so it can be reflective? I'm guessing its complicated to do. I tried doing it with BSDF instead of MToon but it didn't work in VSeeFace.
MToon doesn't have support for metallic effects. I recommends you give poiyomi-shader a try in the meantime. I could check if it was possible to add some extra features to MToon as well later
@@Suvidriel Thank you! I recently tried this shader following your tutorial, and for some reason the textures don't appear in VSeeFace and the face has the same lighting as your model (more 3D with shadows) any idea where I went wrong? I downloaded 0.2 for the additional texture channels.
@@LaurArt_UK You need to export is as vsfavatar instead of vrm. VRM files only support normal MToon and Unity standard so it sounds like in your case it's converting it to unity standard shader
@@Suvidriel Thank you!! I tried this and it works now. Will it still work on waidayo?
Hi, I'm really having trouble with my avatar. Sometimes the expressions dont work at all despite following the steps exactly. Or they loop inside of unity when im trying to record the other animations. Any help would be appreciated
it sounds like the animation may have been set as the default state of the animator controller. Make sure you only assign the animator controller to your model while you are in the play mode.
If the motion ends up looping then maybe delete the old animator controller and create a new one
This is amazing Suvi! I will definitely check this out, out of curiosity because I am curious say I made a face texture (example blush) but it didnt have the 'skin' color of on the texture would this still work? I also wonder if the 'regular' skin would disappear or still be there
Well at least it'd be possible to edit the shader to pull that off
can you do this without the animation, as an alternative way to have alternate textures? because as I commented before I am changing the texture on my model's body with the old method, and it gives the texture a different quality-
if I did this, the texture would be the same scale etc. and wouldn't have to move so it might fix that issue, I was just wondering if it's possible to have it toggle the same as the old method but just this way? 👀
tysm for these great tutorials btw!!! 💖
What do you mean with different quality? Did you set different compression for the other textures or something?
But nope, to adjust material properties you'll have to use animations
@@Suvidriel I changed it so there's no compression happening but it makes it weirdly higher quality than the original vroid texture looked? it's strange and I'm still looking for ways to fix it?
hmm- do you think doing these animations but instead of scrolling the bar, just typing 1 in so it's not gradual would do it? (i am not quite sure how the animation side of stuff works so if this wouldn't do anything different nvm aha)
thanks for responding!!
Can I swap the texture for a alpha one so that it kinda dissapears when I activate it. I was thinking of making a mask and then making it toggalble so it dissapeared
hello, I was wondering if there is any way to reinport a .vsfavatar file back to unity, since I did not find any way
A great tutorial I plan on using for my Vtuber model~ Though question--will this work if say, I have multiple textures for the face, and then also have multiple textures for the eyes? I'd love to do animated eye effects (like glittery starry eyes or heart eyes) but I'd also like to have multiple textures for the face as well. Is there a limitation as to how many different textures each object can have, or a limitation for how many textures the model as a whole can have, or is there no limitation?
A limitation might be on how animations work. Basically animation will adjust the material parameters of the whole mesh including all submeshes.. so if you want to use this shader on more than one part then you'll need to split the model into multiple parts - not just submeshes
Can you combine these with other blendshapes,while still keeping them separate hotkey? Not grouping them together into one blendshape with one hotkey for both, but like the skin turning grey and i could also make a disgusted face at the same time if I want to. Or can they not overlap like that? Thanks for the great tutorial!
The blendshapes that are linked to animations can also adjust shape keys if that's what you meant
@@Suvidriel Sorry, let me try to rephrase. I have two separate blendshapes: the animation where it turns the face grey and one where the face makes a disgusted expression. Two separate expressions with their own hotkeys, they're independent of each other. Is it possible to have both blendshapes active at the same time, while still being separate? Meaning, I could turn the face grey, then separately have the face look disgusted while the face is still grey, then make they grey blendshape go away, but the disgusted face is still active, etc. Like they can overlap freely, without deactivating the other blendshape. Sorry, if my explanation isn't clear!
@@syst3m08 Yea it should work just fine
@@Suvidriel okay great, that's what I was hoping for :)
Why are your likes and dislikes disabled? I really love your videos and your comments section seems possitive QwQ
They do work~ they just don't show up
Ello, may I know on how does one export this as a vrm instead of vfs sdk? I tried exporting as vrm but my face would turn white and with none of the expressions animations working. 😢
VRM doesn't support custom shaders so it won't work
@@Suvidrielaww, appreciate the response, may I know if there are any other tutorials that are similar to this but vrm supported?
@@cawlmao There isn't a way to do smooth transition but you could try the texture atlas technique I covered 3 years ago th-cam.com/video/MIzJtdvgdb0/w-d-xo.html
@@Suvidriel Ohh okiee tysm!!
0:27 Whoa what's going on with that right shoulder? Still a nice tutorial! Thanks!
Haha yea this was before I added elbow trackers to my setup~ Sometimes the inverse kinematics would mess up
I wish that when you turned them off it reversed the animation instead of abruptly disappearing.
It does blend it back to the start values but the transition speed cannot really be adjusted.
There might be a solution but I'm still experimentin with that
Hey so, I've watched your first tutorial which went smoothly but while trying to follow this one I ran into an issue. I downloaded your MToon MultiTexture 0.2 and tried importing it in Unity 2020.3.30.f1 with UniVRM v0.97.0, however it kept giving me the rror message "Assets\MToon_Multitexture\Editor\MToonInspector_MultiTexture.cs(535,50): error CS0246: The type or namespace name 'EditorRotationUnit' could not be found (are you missing a using directive or an assembly reference?)"
Do you know how to fix it? I'd really appreciate some help ;-;
The multitexture shader requires univrm 0.66 which is also the recommended version to run for now
@@Suvidriel I tried doing that but univrm 0.66 gives me the same error CS0246 for a different namespace :c
@@AfterDarkBites Make sure you're also using unity 2019.4.31. VSeeFace SDK doesn't support 2020 version
@@Suvidriel I tried it with Unity 2019.4.31f, 2019.4.36f and 2020.3.30f but the uniVRM 0.66 won't work with either of them. And the newer uniVRM versions won't work with your MultiTexture :c
@@AfterDarkBites I tried it just now with empty project and it is working. It sounds like your project is still not having the correct MToon shader version.
Make sure you use this specific install of univrm: github.com/vrm-c/UniVRM/releases/download/v0.66.0/UniVRM-0.66.0_39d5.unitypackage
Any other univrm version will not work as they do not contain the class you're getting the error about. They'll also not work with VSeeFace SDK as they add non-whitelisted components to your avatar.
So here's the steps: Start unity 2019.4.31f, Create empty project, Import univrm 0.66, import mtoon multitexture, import vrm-file. At this point you'll not get errors. Finally add VSF SDK
Great tutorial! Any chance for modified poiyomy shader? TwT
Poiyomi can already do this kind of effect
Hey! so even after following the tutorial, im also getting the same error as michaela law from 10 months back, I continuously run immediately into an error CS0246 regarding "EditorRotationUnit" not being found. and i seen your comment saying 'Make sure to import the specific univrm version 0.66 first' and i thought i did, but im still getting the error, any fixes for this?
The shader currently only supports UniVRM 0.66. You need to make sure to remove any newer version completely
@@Suvidriel ohhhhh, thank you!~ i wish it would update , but sometimes i guess it cant be helped.
maybe you should make a comment saying this just in case others come across the same problem later on, thank you again!
I LOVE your tutorials! but sadly my animations never seem to work... ive tried on multiple occasions through your different tutorials but i still cant seem to get it to work
Are you using vseeface sdk and not trying to export as vrm-model?
@@Suvidriel Thank you for replying! I do have the Vseeface sdk but when I go into the animation section of your video where you hit play and the character takes that odd pose. The filming process is the part that never saves. It will show it but not finalize it? Then I test it by saving and exporting as vrm trying it in vseeface but to no avail. Your tutorials are amazing though! I know I'm messing up somewhere
@@missmelancholy7860 Do not use vrm-format. You need to export it as vsfavatar-format
@@Suvidriel thank you! I'll give it a shot!
I have an issue, instead of the image swapping to the next completely, the image just slightly transparent over the underneath one, is there a fix for this? I really enjoy this addon but this bug is kinda annoying.
hmm.. it should cover the underlaying image when the amount is set to 1 as long as your images don't use transparency. This was so that the non-base images could use transparency to add kinda like splat maps on the base texture and combine them. Say you want to combine blush with some other effect
Hello! I just started using Vroid and your tutorials have been very helpful so far! And your way of teachinh is the most effective for me as well. Thank you! Just a question tho, for some reason, after I exported my model and open it in Vseeface, the face textures shows up immediately and permanently on my model's face. So I have this grey face that shows as like a permanent texture on Vseeface. 😭
Your video is really awesome and I followed it step by step. It's just that, when I open it in Vseeface, I have the grey face expression already which I cant make disappear. 😭😭
@@nicagrana4856 Make sure you export it as vsfavatar instead of vrm
I wish I found this before I went through and created the atlas x.x this would have been so much easier.
Hi, i've been loving your tutorials and they help me a lot. I wonder if you could help me out with making it so my arms don't clip through my body but actually interact with it, like how your chest moves when your arm hits it. Been leaning about colliders and just can't figure out how to make the body interact with itself, I use unity for this and any help would be greatly appreciated
You could check the jiggle physics tutorial I did last year to get started. The thing you need to add is spring bone colliders to your hands and then in the bust springbones add those colliders into the collider list
@@Suvidriel Ah tysm! Will check that out.
rly great thing, would be so great to stack these or use it in more Materials, like the eyes aswell, i tried it but if i use the shader on Face AND eyes, always both "texture 2" sliders are moving, so i got Blush with Demon Eyes now xD but thx anyways :D
You'd need to split eyes to their own model. The properties are animated per model - not per material
What if you wanted more than 4 textures? Is 4 the cap atm?
I updated it a while ago to support few more
Will this work on the eyes? Or other areas of the model?
yes
@@Suvidriel awesome! 💜
Hey! I love your lessons, they are very useful! Please tell me, do you still have the 1.0 version of the shader with which you worked? the new 2.0 version has a bug in the code.
Oh what kind of bug? At least here it's working without issues. Does it give somekinda error or do something unexpected?