Lemme know What you Glitches think! if you want me to make a tutorial on something lemme know in the comments !!!! if you are strugling with seting up unity and need links to the different plugins i use i did make a tutorial on how to set up unity here th-cam.com/video/qSvlTOT1M1I/w-d-xo.html
It took me a night to find a person who covers everything about vrm but I just woke up this morning to find this out of the blue. But thank you for making this video, either way Im not complaining
i forgot to delete the jawbone after exporting my vrm.. now when i load it in vmagicscreen she has the weirdest deformity. im going to assume its because of this because i did everything else exactly. its alot of fun but good lord its tedious. I had to get a pen and paper to remember all the blendshape values. it gets alot faster though as the hours go on and on and on... and on.. THANKS FOR THE VIDEO
hey! thank you for this amazing tutorial very much. You explaned very well a lot of things, even how to export (save) textures, so thank you again. I still didn't finally get how to export (or save) materials from blender, can you explain it here please
at 2:23 i break down that you need to redo them manually. -when you export a fbx from blender to unity it will most times save the materials as a default grey. -you need to (assuming you have the default unity layout) -select the fbx in the hiarchy on the left. -then look on the right and select "materials" -then extract materials to a desired folder (i tend to call it "mat") -then you select all you materials at once -then change them from default to "vrm mtoon" -this is where you will need to put the textures and colors for each material individually i showed the process for one material in the video at 3:00 hope that helps
so the first way is to grab the vrm plugin for blender so you can then make a new project and import you now made vrm. I like to use blender 2.9 cause its the most stable with the vrm importer and the CatsPlugin. as long as the newclothes share the same armature as the old and use vrm shaders you can export the model from blender as a vrm. (how ever there is a chance that your models custom blendshapes/ ar kit will need to be readded. the second way is to use the unity plugin vrcfury which adds clothes that share the same armature as your model vrcfury.com/ they hve plenty of tutorials for vrchat but since it uses the same engine as long as you keep the vtuber project to 2019.4.31f you are all good. if this is to complex in a message then if your coment gets 10 likes i will make a tutorial on how to add clothes to an existing vrm
@@YUIMUMA I’m sorry for late reply 🙏 Happen I have my model avatar is from booth (vrchat) and come with a VRM file too, I have a lot clothes for my model avi but the clothes is for vrchat is not wit VRM shader, use Liltoon shader, this is my big doubt how possible I can use those clothes with a VRM file? I use MA (Modular Avatar) for put the clothes 🥹
hi there nice tutorial! by chance when you've done this before, when you've reached the temporary export phase around 4:26 , have you run into the issue where you can't move forward until you make a t - pose also, does version matter a lot for this? mine is currently at 0.99.0 i'd read more on the docs on this if i could but a lot of it is in Japanese and the auto translate doesn't help me too much. thanks, jody.
YEAH SO i posted an other video describing how to properly set up unity in the description 0.99 is actually perfectr! if your model isnt tposeing then make sure that your armatrure and unity are corect
in terms of Converting a vrc Model to VRM and you have various outfits how do you handle setting those up is there a way to have various objects be turned off and on in VRM stage or do you convert them based on a Per Look basis with no overlapping clothing layers that Clip through other objects ?
so you know how in vrc there are the animations and paramaters to toggle them right. what you would need to do is set up blendshapes with the name of these toggles such as a pair of glasses name a new blendshape "glasses" then creat an animation called glasses animate the mesh to be off then on turn off the mesh on the model (like you would for a vrc avatar) set the animation to not have a loop if its a toggle then this where its gets funky cause vrms only alow for textures to modify transparency or blendshapes. so modifiying the meshes activity meanse you would need to convert the model from vrm to vsfavatar or a warudo model. you can download the vsfavatar sdk (cause vseeface avatars are compatible with most vtuber apps) then select the model scroll down on the right and add component vsfanimations then select the blendshape for glasses and attach the animation clip to the blend shape then when you model has all the blendshapes/vsfanimations you can export the model as a vsf avatar at the top of unity next to unvrm note that the more animations tied to the model the higher the risk that the model might break and just not load the animation. this is an old bug. so keep that in mind if you plan on haveing more then 5 animations it is best to have a seperate vsf avatar for those outfits. vnyan alows for a cool feature that lets you toggle between avatars with a simple hotkey if this needs a tutorial lemme know and i can make one for sure both for vrm and vsfavatars
@@YUIMUMA would Definitely be appreciated if there was a Tutorial I follow easier by seeing it done XD anyways than trying to follow text instructions haha
This is a really great tutorial! Sadly the bones for the arms shoulders and chest are kind of messed up for me in Unity, do you happen to know of any places/resources where I can get help? No worries if not. Again tysm for the great video.
how are they messed up? like are they missing, are they not moving the mesh. cause it could be an issue in blender or unity. that being said one thing to try is to see if you set the rig to be humanoid and to manually put the bones in the right hand hiarchy at 3:45 i briefly spoke apon it but some times you need to chose the bones manualy. with out more info on your end to help more
@@pockyman2 i made a tutorial explaining how and why to setup unity for vtubing (think of it as a prequal to this video) but short answer is yes useing the wrong version of unity can and will corupt the file and lock you out from editing any further and go on a crash loop. the worst part is i have had it go at random so you might not have isues for a month and then BOOM all you progress and files for that unity project are lost cause you can not open it
univrm is the addon that allows you to import and export vrms. the springbones are a component that is added to the secondary. there is a blank springbone component added by default in the secondary but you can either modify it, leave it be, or replace it with a new one.
@@YUIMUMA yeah I just saw it after a while realized my main issue was the specific version i was using was setup differently from the one you were using so i had to backtrack and start from 2019 version to follow along the tutorial
if your avatars face dose not move at all then you need to make sure that the blend shapes match caps and space sensitive. that in the blend shapes that each one is set to 100 weight respectively then if its not that then you need to tell me if you are useing iphone, meowface, webcam, or rtx face
Unsure if you still need the answer but i figured it out after some trial and error. You click the icon to the right of where it says "Jaw", then in that window that pops up hit assets (it should be on the left), and there's a "none" option. Clicking these unselects the jaw.
vrm is a virtual reality model. so they need a humanoid armature. they can have animal parts like tails and wings. but a base vrm can break if it dosent have a human type armature. the cool thing is that a vrm can be as high polly as your pc can handel it. i try to keep my models under 500K tris to avoid overloading my gpu. and less then 10 materials so it dosent hinder my cpu. but i would recomend if you plan on streaming and you are on only one pc to stick to arround 200k tris and 5 materials. some software that use vrms prefer to have a vrm armature but for most as long as it is humanoid you are fine. the average vroid avatar tends to use about 15 materials and 400k tris and a vrm armature when its fresh out of vroid. hope that helps lemme know if i should make a detailed video about vrms
@@YUIMUMA haha a video i am not sure but i still doent have the full picture how i gonna land one completely BUT thank you with this info atleast i know that i def. Better aim for somewhat baked lowpoly , i allready read that these blender models go trough unity which generates more question about this but the humanoid armature stuff is clears mostly the part what i need to so first. Learn sculpt and texturing , rigging then i can think about how to transfer the datas one to another and so on. 😊
to apply blendshapes you need to click and select the model then on the right there should be a blenshape tab in the inspecter when you click on that in the asset area the folder of blendshapes should pop up then click on the highlighted one and the inspecter should change to the blenshape menu i would suggest locking that inspector to avoid it from changing on you when editing
because the version of unity for most of the plugins such as univrm, vsfsdk, hannatool and vnyan are all compatible with this version and the more you add to the project the higher the risk that plugins corupt the file and you loose all progress... at the end of the day this is the most stable version of unity for 3d vtubing
@ oh yeah completely get that! Was deffinitely gonna pay! I ended up being able to make what i needed in vroid so i’m all set now. Thanks for the quick response tho!!
here i made a tutorial that explains how to install the right version of univrm and how to setup unity i really hope that this helps you!!! th-cam.com/video/qSvlTOT1M1I/w-d-xo.html
in the case of a vrm the univrm package comes with the shaders compatible with vrm files... if you plan on makeing a vsfavatar or a warudo file then you can use any thing like poyomi shaders or liltoon or realtoon. but those shaders dont work with vrms only vsf and warudo files.... you can get the links to univrm on my other video in the pinned comment!!!
interesting... that has never happend to me tbh. did the model freeze into a t pose? and was your fbx mesh in quads or tris? cause it they were then i might not have needed to "normalize" the model
@@YUIMUMA Well, the model freeze into a T-pose and their mouth open up for no reason. Also, when I tried to export to vrm, there was a error message saying : "Normalization is required. There are nodes (child GameObject) where rotation and scaling or blendshape without bone weight are not default. Please enable PoseFreeze" But I don't the heck is a child GameObject nodes. Also, what do is mean that fbx mesh is in quads or tris ?
@@Ichiro_hyena TAKE TWO CAUSE YT CANCELD MY REPLY T-T MESH; meshes aka the 3d shape modeled in blender. can either be made out of squares "quads" or triangles "tris" vrms use tris CHILDREN AND PARENTING: the parent comes before the child. its a method of order in the hiarchy so in your case it is saying that the game object aka your model, has issues with its child, the armature and that some bones are tied to blendshape on the mesh which is the child of the armature. My guess is that you have corective blendshapes tied to your armature. Those type of paramters tend to have -1 to 0 to +1 and unity and vrms can not use anything less then 0 weight. now if i am wrong which i could be cause i cant see your side of the screen. there might be a setting in your univrm that you did check on in the normalizing process, that or you versions of univrm and unity are not the right/compatible version.
@@YUIMUMA Thanks you so much for explaining everything to me ^^ But the problem is that I didn't made my model, I commission someone to make it ^^' But I'll talk to my maker so it would work
So, I talked with my maker, they did use a mix of quads and tris, but they will convert everything into tris so this issue is resolved. Just, they didn't use some correctifs blendshape for the armature, do I need it ?
Lemme know What you Glitches think! if you want me to make a tutorial on something lemme know in the comments !!!!
if you are strugling with seting up unity and need links to the different plugins i use i did make a tutorial on how to set up unity here
th-cam.com/video/qSvlTOT1M1I/w-d-xo.html
this is a lot to digest at 1 am, but is easier to understand than other tutorials i've seen
It took me a night to find a person who covers everything about vrm but I just woke up this morning to find this out of the blue. But thank you for making this video, either way Im not complaining
I LOVE YOUR ENERGY SM THANK YOU FOR MAKING THIS
I'm just now making my very own Vtuber from scratch, this has been extremely helpful to me!
Thank you so much you saved me money! And from being scammed I love you and you are absolutely adorable
Maybe some twitch and OBS setup tutorials for the Baka's who always need Cephy tech support?
would have to know "what" in twitch XD
WHY ARE YOU SO CUTE!!!!!???? Thank you for the tut
Hey so my VRM tab disappears after the rigging process what do i do?
Hey I've tried to do the spring bone thing but It cant seem to register my spring bone
i forgot to delete the jawbone after exporting my vrm.. now when i load it in vmagicscreen she has the weirdest deformity. im going to assume its because of this because i did everything else exactly. its alot of fun but good lord its tedious. I had to get a pen and paper to remember all the blendshape values. it gets alot faster though as the hours go on and on and on... and on.. THANKS FOR THE VIDEO
Will this work for virtual Droid 2 a android app that supports VRM format.
hey! thank you for this amazing tutorial very much.
You explaned very well a lot of things, even how to export (save) textures, so thank you again.
I still didn't finally get how to export (or save) materials from blender, can you explain it here please
at 2:23 i break down that you need to redo them manually.
-when you export a fbx from blender to unity it will most times save the materials as a default grey.
-you need to (assuming you have the default unity layout)
-select the fbx in the hiarchy on the left.
-then look on the right and select "materials"
-then extract materials to a desired folder (i tend to call it "mat")
-then you select all you materials at once
-then change them from default to "vrm mtoon"
-this is where you will need to put the textures and colors for each material individually
i showed the process for one material in the video at 3:00
hope that helps
@@YUIMUMA Thank you!
What happened if I want to change the clothes? Do I need to convert again in VRM?
PS: you are so fun, I like it ❤
I will get back to you when I get home but there are 2 ways of doing it
so the first way is to grab the vrm plugin for blender so you can then make a new project and import you now made vrm. I like to use blender 2.9 cause its the most stable with the vrm importer and the CatsPlugin. as long as the newclothes share the same armature as the old and use vrm shaders you can export the model from blender as a vrm. (how ever there is a chance that your models custom blendshapes/ ar kit will need to be readded.
the second way is to use the unity plugin vrcfury which adds clothes that share the same armature as your model vrcfury.com/ they hve plenty of tutorials for vrchat but since it uses the same engine as long as you keep the vtuber project to 2019.4.31f you are all good.
if this is to complex in a message then if your coment gets 10 likes i will make a tutorial on how to add clothes to an existing vrm
ps i am glad you like the vibe of the video !!!! @cherrygirl8204
@@YUIMUMA I’m sorry for late reply 🙏
Happen I have my model avatar is from booth (vrchat) and come with a VRM file too, I have a lot clothes for my model avi but the clothes is for vrchat is not wit VRM shader, use Liltoon shader, this is my big doubt how possible I can use those clothes with a VRM file?
I use MA (Modular Avatar) for put the clothes 🥹
hi there nice tutorial!
by chance when you've done this before, when you've reached the temporary export phase around 4:26 , have you run into the issue where you can't move forward until you make a t - pose
also, does version matter a lot for this? mine is currently at 0.99.0
i'd read more on the docs on this if i could but a lot of it is in Japanese and the auto translate doesn't help me too much.
thanks,
jody.
YEAH SO i posted an other video describing how to properly set up unity in the description 0.99 is actually perfectr!
if your model isnt tposeing then make sure that your armatrure and unity are corect
in terms of Converting a vrc Model to VRM and you have various outfits how do you handle setting those up is there a way to have various objects be turned off and on in VRM stage or do you convert them based on a Per Look basis with no overlapping clothing layers that Clip through other objects ?
so you know how in vrc there are the animations and paramaters to toggle them right.
what you would need to do is set up blendshapes with the name of these toggles such as a pair of glasses name a new blendshape "glasses"
then creat an animation called glasses
animate the mesh to be off then on
turn off the mesh on the model (like you would for a vrc avatar)
set the animation to not have a loop if its a toggle
then this where its gets funky cause vrms only alow for textures to modify transparency or blendshapes. so modifiying the meshes activity meanse you would need to convert the model from vrm to vsfavatar or a warudo model.
you can download the vsfavatar sdk (cause vseeface avatars are compatible with most vtuber apps)
then select the model
scroll down on the right and add component
vsfanimations
then select the blendshape for glasses and attach the animation clip to the blend shape
then when you model has all the blendshapes/vsfanimations you can export the model as a vsf avatar at the top of unity next to unvrm
note that the more animations tied to the model the higher the risk that the model might break and just not load the animation. this is an old bug. so keep that in mind if you plan on haveing more then 5 animations it is best to have a seperate vsf avatar for those outfits.
vnyan alows for a cool feature that lets you toggle between avatars with a simple hotkey
if this needs a tutorial lemme know and i can make one for sure both for vrm and vsfavatars
@@YUIMUMA would Definitely be appreciated if there was a Tutorial I follow easier by seeing it done XD anyways than trying to follow text instructions haha
@@pockyman2 bet will make tuto soon
This is a really great tutorial! Sadly the bones for the arms shoulders and chest are kind of messed up for me in Unity, do you happen to know of any places/resources where I can get help? No worries if not. Again tysm for the great video.
how are they messed up?
like are they missing, are they not moving the mesh. cause it could be an issue in blender or unity.
that being said one thing to try is to see if you set the rig to be humanoid and to manually put the bones in the right hand hiarchy at 3:45 i briefly spoke apon it but some times you need to chose the bones manualy. with out more info on your end to help more
@@YUIMUMAI actually ended up redoing the skeleton and it worked after that, but thank you so much!
I DID IT!!!
I had to double take at your textures because there's a "womb" texture for your model 😭😭
Can you make a tutorial on how to be as cute as you?
no u
so was Univrm supposed to add the Secondary that you added a Springbone to? or was that added as a place holder for the Springbone to be added on?
Also does it Specifically need to be 2019 Unity version and the more recent ones like 2022 mess with Univrm stuff?
@@pockyman2 i made a tutorial explaining how and why to setup unity for vtubing (think of it as a prequal to this video) but short answer is yes useing the wrong version of unity can and will corupt the file and lock you out from editing any further and go on a crash loop. the worst part is i have had it go at random so you might not have isues for a month and then BOOM all you progress and files for that unity project are lost cause you can not open it
univrm is the addon that allows you to import and export vrms.
the springbones are a component that is added to the secondary.
there is a blank springbone component added by default in the secondary but you can either modify it, leave it be, or replace it with a new one.
@@YUIMUMA yeah I just saw it after a while realized my main issue was the specific version i was using was setup differently from the one you were using so i had to backtrack and start from 2019 version to follow along the tutorial
Hi ! Im having the issue where I'll upload her to VSEEface but her eyes, mouth, etc it doesn't move at all
if your avatars face dose not move at all then you need to make sure
that the blend shapes match caps and space sensitive.
that in the blend shapes that each one is set to 100 weight respectively
then if its not that then you need to tell me if you are useing iphone, meowface, webcam, or rtx face
how do you remove jawbone again? my left eye is in place of jawbone for some reason.
Unsure if you still need the answer but i figured it out after some trial and error. You click the icon to the right of where it says "Jaw", then in that window that pops up hit assets (it should be on the left), and there's a "none" option. Clicking these unselects the jaw.
Hello . can i ask you that are vrm models are low poly or high? what type of rig needs to be set on a character( any type works) ?
vrm is a virtual reality model. so they need a humanoid armature. they can have animal parts like tails and wings. but a base vrm can break if it dosent have a human type armature.
the cool thing is that a vrm can be as high polly as your pc can handel it. i try to keep my models under 500K tris to avoid overloading my gpu. and less then 10 materials so it dosent hinder my cpu.
but i would recomend if you plan on streaming and you are on only one pc to stick to arround 200k tris and 5 materials.
some software that use vrms prefer to have a vrm armature but for most as long as it is humanoid you are fine.
the average vroid avatar tends to use about 15 materials and 400k tris and a vrm armature when its fresh out of vroid.
hope that helps lemme know if i should make a detailed video about vrms
@@YUIMUMA haha a video i am not sure but i still doent have the full picture how i gonna land one completely BUT thank you with this info atleast i know that i def. Better aim for somewhat baked lowpoly , i allready read that these blender models go trough unity which generates more question about this but the humanoid armature stuff is clears mostly the part what i need to so first. Learn sculpt and texturing , rigging then i can think about how to transfer the datas one to another and so on. 😊
Where do I go to apply the blend shapes?
to apply blendshapes you need to click and select the model
then on the right there should be a blenshape tab in the inspecter
when you click on that in the asset area the folder of blendshapes should pop up
then click on the highlighted one and the inspecter should change to the blenshape menu
i would suggest locking that inspector to avoid it from changing on you when editing
@@YUIMUMA Thank you so much, found it, got it working.
May I ask why we need the version 2019.4.31f1?
because the version of unity for most of the plugins such as univrm, vsfsdk, hannatool and vnyan are all compatible with this version and the more you add to the project the higher the risk that plugins corupt the file and you loose all progress... at the end of the day this is the most stable version of unity for 3d vtubing
@@YUIMUMA I see, Thanks a lot for the clarification.
are you willing to do this for people? i have not been able to get unity to work on my computer lol. i can send the fbx and the textures.
i am willing to do it for beans just not for free. I hope that you understand :0
@ oh yeah completely get that! Was deffinitely gonna pay! I ended up being able to make what i needed in vroid so i’m all set now. Thanks for the quick response tho!!
@@Dahvidarc awwesome i am glad you got it working!!!!!!!
Sadly its not working for me when i try to use 2019 or the version of Vrm you are using
github.com/vrm-c/UniVRM/releases/tag/v0.99.0
this is the version of univrm that is compatible
here i made a tutorial that explains how to install the right version of univrm and how to setup unity i really hope that this helps you!!!
th-cam.com/video/qSvlTOT1M1I/w-d-xo.html
I am new on unity I see on 1:22 import shader from where what is the name of this? where is the link please
in the case of a vrm the univrm package comes with the shaders compatible with vrm files... if you plan on makeing a vsfavatar or a warudo file then you can use any thing like poyomi shaders or liltoon or realtoon. but those shaders dont work with vrms only vsf and warudo files....
you can get the links to univrm on my other video in the pinned comment!!!
Ok thank you
Hi ! I have some issues when I select my avatar to freeze in T-pose, I don't have the normalise file, is that normal?
interesting... that has never happend to me tbh.
did the model freeze into a t pose?
and was your fbx mesh in quads or tris?
cause it they were then i might not have needed to "normalize" the model
@@YUIMUMA Well, the model freeze into a T-pose and their mouth open up for no reason.
Also, when I tried to export to vrm, there was a error message saying : "Normalization is required. There are nodes (child GameObject) where rotation and scaling or blendshape without bone weight are not default. Please enable PoseFreeze"
But I don't the heck is a child GameObject nodes.
Also, what do is mean that fbx mesh is in quads or tris ?
@@Ichiro_hyena
TAKE TWO CAUSE YT CANCELD MY REPLY T-T
MESH; meshes aka the 3d shape modeled in blender. can either be made out of squares "quads" or triangles "tris" vrms use tris
CHILDREN AND PARENTING: the parent comes before the child. its a method of order in the hiarchy
so in your case it is saying that the game object aka your model, has issues with its child, the armature and that some bones are tied to blendshape on the mesh which is the child of the armature.
My guess is that you have corective blendshapes tied to your armature. Those type of paramters tend to have -1 to 0 to +1 and unity and vrms can not use anything less then 0 weight.
now if i am wrong which i could be cause i cant see your side of the screen. there might be a setting in your univrm that you did check on in the normalizing process, that or you versions of univrm and unity are not the right/compatible version.
@@YUIMUMA Thanks you so much for explaining everything to me ^^ But the problem is that I didn't made my model, I commission someone to make it ^^' But I'll talk to my maker so it would work
So, I talked with my maker, they did use a mix of quads and tris, but they will convert everything into tris so this issue is resolved.
Just, they didn't use some correctifs blendshape for the armature, do I need it ?
I'm stuck my pc will not let unity open but blender is fine
I made a tutorial on how to setup unity from start to finish with detailed steps hope this helps
th-cam.com/video/qSvlTOT1M1I/w-d-xo.html
Garcia Melissa Jackson Eric White Brian
Uhm. WTF ?
You say "blender"
And then continue using unity ?
Wat
this is a tutorial for converting a finished blender 3d model to a useable vtuber model .... with unity