I COULD KISS YOU!!!!! This tutorial helped me out sooooo soooo much! Specifically I made a character with super long sleeves that are supposed to go and stay limp. with VR chat sdk 3 I was able to make them sleeves limp but I could get them to STAY that way when the arms moved. With this tutorial it took me like 5 minutes to figure it out and another 5 to play with values. Seriously thank you SO much!
i'm an absolute beginner, i've never touched unity in my life. i was able to get my retextured avatar working with your tutorial. thank you so much! :"D
Its a shame you aren't well known. I have never made models or anything artistic before, but just watching your videos is so informative and feels so easy to digest unlike other UA-camrs.
I've been suffering with Vsee face for a while now trying to get my model working and this tutorial worked perfectly for me! Thank you so much for the guidance!
If you're not comfortable modelling the extra shapekeys in Blender, you can actually follow along with the rest of the tutorial, the only shape keys that are genuinely essential are blink and The Visemes. If you want to use the bones on the eyes instead, do not delete the eye bones and look at bone applier in the inspector. I find it less responsive but that would mean you could avoid any work in blender directly.
I'm having an issue of, when I export my model to .vrm and re-import it into unity, the blendshapes no longer work. Any ideas? My only thought is that i'm on unity 2019.4.31f1 but I am unsure
@@thedellyrulez I found in the documents which exact version of unity it desires, but still have issues of the blendshapes losing data on export so I'm just banging my head against the wall now
Super helpful, thank you! It took me a couple tries since I had literally zero experience with Unity until this moment, but I got it into VSeeFace, it's working great, I'm giggling at the expressions, and it's all thanks to you! This was an excellent tutorial and doing it step by step in a video like this was absolutely perfect.
This vid was exceptionally helpful! I spent an embarrassing amount of time trying to get everything to work on my VRM; about lost my mind with the lip sync before I found your tutorial x3 Tysm for making this!
Glad I found this tutorial, I was so confused on how people were making vrms so easily XD I'm trying to convert some of the robots from Robo Recall into VRMs as a fun face-cam alternative while doing Bonelab tutorial videos, and was super lost. This video made it so much easier!
Thank you very much for this. Not only I was able to set up my own avatar but also a friend's as well. Also talking on camera on Discord became a million times more interesting.
Hello, I really Appreciate your tutorials, they really help. Your tutorials DO intimidate me, but I always get all I needed out of them. Thank you so much for your time.
Thanks alot Kaide! Loved the video and I've been coming back to it a couple of times to remind myself of some steps. Very simple and well paced tutorial. Also great use of the chapters thing. Keep up the great work!
Fantastic tutorial! For those who might be wondering: make sure you're downloading the right version of the VRM exporter! There are two versions, and they look very similar to a tired post-work brain. Additionally, very nice regarding the "paste component values" thing. That'll make other unity things I do much simpler!
I f*****g love you man ! You just saved me hours (weeks) of struggling ! I never subscribe or leave comment really, but holly shit you are a life saver. Thank you again
Thanks, this walk-through saved me a boatload of headaches! I wish I knew a good way to swap the mesh out without needing to re-import everything though.
your accent so beautiful btw i just come back to watch this again for my new project and this video still helps me A LOT thanks again man. thank you so much and wish you a very merry Christmas🎄🎅🎁🌟
This was an amazing tutorial! I tried to follow couple others first, but ran into issues and didn't get anywhere. But this made it all so easy and my model is working great now :3
Thank you so much for making this video, Kaide! I managed to make my model look even better using shape keys within Unity and I have you to thank for it!
This tutorial helped me quite a bit un understanding every file type and flow process for how models are created, exported, and why they're used. I'm completely new to the entire concept of 3d modeling and streaming and unity, and blender. So trying to piece together how unity fit with a 3d model, bones and why certain file types are used completely baffled me.
Actually, i've been using a really old version of UNIVRM for like a year or something, after watching this i realise i should update it. also i'm kinda making an episode on the same thing today, imma save myself an arm and leg and send people to this tutorial instead of redoing it. >:0 i have never used the look at blend shape applyer!!! nor have i used the area weighted thing. i dunno what they do but imma just trust you on this one.
hey Kiade, I was tring to follow your tutorial and for some reason, once I get to exporting and re-importing the VRM the inspector doesnt show all the settings that are shown on your video. it only gives me the option to configure the avatar and that's it. I also opened this up in unity 2022.3.26 if this is of any important info
my VRM package is a mix of Japanese and English, so i'm glad i don't have to tinker with any of the export settings, as i'd have no idea which is where.
not quite too sure what my main issue is. but when i import my vrm into the project, and place them into the scene they become just a ball. completely folded in on themself.
Dunno if anyone will see this, or will be able to help but, I'm struggling with the blendshapes bugging out after exporting it as .vrm If I try to edit a blendshape at all, the rest of them also get toggled and the more shapes toggled, the larger it all gets. I can't figure out how to fix this
I have been tearing my hair out in frustration over an issue I'm pretty sure is my avatar's fault, but I'm not versed enough in these programs to fix it. Everything goes smoothly up until the export and reimport. All blendshapes work like they're supposed to and control what they're supposed to. Once reimported, the jaw now controls more than it should whenever it is moved by any blendshape. It causes customization options on the chin to 'unhide' by growing back into place whenever the jaw is moved up or down. I thought I'd just be able to delete these options since I don't need them, but they don't seem to be attached to anything that makes sense. They aren't their own objects, except the extra tongue which can be deleted. The two chin attachments can't be removed this way and I can't for the life of me figure out what causes the jaw to start controlling them once the avatar has been exported and then imported back again. The avatar I'm using is Dragon Base VRChat model by VRM Customs. If ANYBODY has some tips on this, I would appreciate it so much.
So, there is probably definitely a better way to do it. But I'm not smart enough or skilled enough in Unity/Blender to figure it out at all. But here's the solution I found to my problem. Do not edit any of the customization blendshape sliders before the first export. Follow this video TO THE LETTER all the way to the part where you do the expression blendshapes. Once there, you follow that part of the tutorial, but now you also have to do every single one of your customization blendshape sliders for every single expression you have or will use. All of them. Individually. This is a painstakingly long and tedious process. And if I found a way to copy all the blendshapes from one expression to another to make a global default, I would have used it. But no amount of menu clicking or searching I did uncovered a way to do that so I did it this way. If I do ever find a way to copy the shapes, I hope I can remember to come back here to post a second fix detailing how to do that. But I sincerely hope that if for some reason you're reading this comment because you have an avatar with the same problem as mine, that you have better luck than I did finding a solution. Because my solution sucks. A lot. Good luck.
Thank you, you helped me a lot, although I speak Spanish and my English is not good, my 3 neurons managed to understand a lot, I'm going to subscribe uwu (There are not many tutorials in Spanish about what it is to make models for vtuber and Vr chat) D:
This might be a real dumb question but I had a VRM setup already but now I have the model updated with some slight edits and a new texture. Can I somehow swap out the model file in the VRM or do I need to create a new VRM file from scratch
When I try to export it as VRM im getting an error in the menu that says "all authors is whitespace" and it wont let my type an author in. It also wont let me click the export button
Felt like everything was going smoothly, and was figuring this all out... Until I got to the Blendshapes... and then I noticed entire menus were just completely absent and don't have any idea how to fix :( I guess I'll just find some stock asset to use or something...
Thank you for making this tutorial. I've been struggling to get a custom avatar into FaceRig for a while now, It's so over complicated so I decided to look into alternatives. This program is far easier to use and I've already managed to get a custom avatar imported by following your instructions. You've laid everything out really well in an easy to understand way. :)
I have a blender model I commissioned, the artist didn't do VRC port at the time, so I cant put it into VRC, but with that said, can I still use this blender file to import this for VeeSeeFace? Trying to teach myself all of this and I'll admit it's alot haha
If I’m not mistaken, you’d have to set the textures in Blender itself. When you select the model in Blender (the model itself, not including the armature), there should be a green chessboard-pattern ball in the bottom right menu. Click that, have a poke around, you should find a way to upload a texture and use that.
So im tyring to help a friend of mine with his vsee face model, he's using a hobkin redux and on the fluf theres some feathering with black as the transparent. but no matter what shader we use, we cant get it to render as transparent. Transparent, cutout, and transparentwritezface will not work. im at a loss and feel like i have failed myself as a tutor. what can we do to fix this issue?
Im trying to get this to work but during the first export it say "Materials with fewer submeshes" do you know of anyway to fix this? It wont let me export wih it
Thanks for the tutorial!!! Very helpful while some other options on UA-cam don't help as much. I have a question. What naming convention do people typically use to differentiate the first VRM export with the final VRM export? I notice you had "Kaide VRM" and "Kaide VRM done" which I decided to use as well. Is there any sense in keeping the "Kaide VRM" version? I imagine you can delete that without any issues
That’s a good question! Naming differs From person to person and if you’re wanting to be really secure about it you’d name each one 0.1 and 0.2 for the first exports and then when happy reexport it all as 1.0 or something similar! If you’re meaning the KaideVRM files in the asset tray in unity, you want to keep both because the first version is the FBX and the second is the actual VRM file, sometimes you may forget to do something on the FBX and it just saves time reimporting it and such, but you’re not gonna be too punished if you don’t. End of the day what works for you is what works for you!
ive been struggling with this, no mater what when i import the unity sdk i get lots of erros. but found out there is a blender plugin that works well. no clue why so many vids talk about using unity when that blender plug in is a thing. maybe someone here can tell me?
I have a question, do you know how hands would work? If not, do you at least know how I can use the vtuber avatar without stream to twitch or does it have to be streamed to save and upload to youtube?
hmmm... got a problem with the blendshapes/shapekeys not being there, not sure if I messed up somewhere along the FBX exportting process or the first VRM exporting process... could it be the naming? Do I gotta name them a certain way?
I was able to add in dynamic bones by changing the root bones number and adding them, however I ended up getting to this point with a prefab that was part of a package and now I'm unable to change the root bones number. I'm at a loss.
I couldn't progress past 10:19 where you "go to this menu and then fill them in" because that dropdown menu doesn't exist for me. I made all those shapekeys and such, so I don't know why they're not there. Update: For unity to recognize blend shapes, in Blender, I had to apply the mirror modifiers I had. (which meant deleting all the blend shapes and redoing them from scratch unfortunately) Edit: it seems any modifiers other than the armature modifier can be a problem. Try to apply all of them before making shape keys.
There actually is! What you'd want to look for is the VSF SDK which you can get from VSeeFaces Website, and then when you get to the last step, instead of exporting out as a VRM, just export it out as a VSF instead using the SDK! That'll make it a .VSFAvatar file which is actually compatible with the Poi shaders!
I COULD KISS YOU!!!!! This tutorial helped me out sooooo soooo much! Specifically I made a character with super long sleeves that are supposed to go and stay limp. with VR chat sdk 3 I was able to make them sleeves limp but I could get them to STAY that way when the arms moved. With this tutorial it took me like 5 minutes to figure it out and another 5 to play with values. Seriously thank you SO much!
i'm an absolute beginner, i've never touched unity in my life. i was able to get my retextured avatar working with your tutorial. thank you so much! :"D
Its a shame you aren't well known. I have never made models or anything artistic before, but just watching your videos is so informative and feels so easy to digest unlike other UA-camrs.
I've been suffering with Vsee face for a while now trying to get my model working and this tutorial worked perfectly for me! Thank you so much for the guidance!
If you're not comfortable modelling the extra shapekeys in Blender, you can actually follow along with the rest of the tutorial, the only shape keys that are genuinely essential are blink and The Visemes. If you want to use the bones on the eyes instead, do not delete the eye bones and look at bone applier in the inspector. I find it less responsive but that would mean you could avoid any work in blender directly.
How do you add .fbx models of outfits to your models in vrm, if that's possible?
I'm having an issue of, when I export my model to .vrm and re-import it into unity, the blendshapes no longer work. Any ideas? My only thought is that i'm on unity 2019.4.31f1 but I am unsure
@@ashtonsparx same with me!
@@thedellyrulez I found in the documents which exact version of unity it desires, but still have issues of the blendshapes losing data on export so I'm just banging my head against the wall now
@@ashtonsparx did you ever figure out how to fix? Because I’m having the exact same issue and it seems nobody knows how to fix it
You have no idea how thankful I am with you showing this.
Super helpful, thank you! It took me a couple tries since I had literally zero experience with Unity until this moment, but I got it into VSeeFace, it's working great, I'm giggling at the expressions, and it's all thanks to you! This was an excellent tutorial and doing it step by step in a video like this was absolutely perfect.
dude i wish there was more tutorials like this
This vid was exceptionally helpful! I spent an embarrassing amount of time trying to get everything to work on my VRM; about lost my mind with the lip sync before I found your tutorial x3 Tysm for making this!
Glad I found this tutorial, I was so confused on how people were making vrms so easily XD I'm trying to convert some of the robots from Robo Recall into VRMs as a fun face-cam alternative while doing Bonelab tutorial videos, and was super lost. This video made it so much easier!
Your voice sounds so kind. :3
Pleasure to watch and hear your tutorials.
good guide, helped me remember the steps after not having used veeseeface in so long.
Thank you very much for this. Not only I was able to set up my own avatar but also a friend's as well.
Also talking on camera on Discord became a million times more interesting.
Hello, I really Appreciate your tutorials, they really help. Your tutorials DO intimidate me, but I always get all I needed out of them. Thank you so much for your time.
Thanks alot Kaide! Loved the video and I've been coming back to it a couple of times to remind myself of some steps. Very simple and well paced tutorial. Also great use of the chapters thing. Keep up the great work!
Fantastic tutorial! For those who might be wondering: make sure you're downloading the right version of the VRM exporter! There are two versions, and they look very similar to a tired post-work brain.
Additionally, very nice regarding the "paste component values" thing. That'll make other unity things I do much simpler!
I f*****g love you man ! You just saved me hours (weeks) of struggling ! I never subscribe or leave comment really, but holly shit you are a life saver. Thank you again
Thanks, this walk-through saved me a boatload of headaches! I wish I knew a good way to swap the mesh out without needing to re-import everything though.
your accent so beautiful btw
i just come back to watch this again for my new project
and this video still helps me A LOT
thanks again man.
thank you so much and wish you a very merry Christmas🎄🎅🎁🌟
This was an amazing tutorial! I tried to follow couple others first, but ran into issues and didn't get anywhere. But this made it all so easy and my model is working great now :3
Hey man, Just wanted to say this was the best tutorial I've seen for this. Thank you so much!
Thank you so much for making this video, Kaide! I managed to make my model look even better using shape keys within Unity and I have you to thank for it!
This tutorial helped me quite a bit un understanding every file type and flow process for how models are created, exported, and why they're used. I'm completely new to the entire concept of 3d modeling and streaming and unity, and blender. So trying to piece together how unity fit with a 3d model, bones and why certain file types are used completely baffled me.
This is such a helpful and well organized tutorial, thank you so much!
thanks man for the tutorial it seems up to date despite being a year old lol
Actually, i've been using a really old version of UNIVRM for like a year or something, after watching this i realise i should update it. also i'm kinda making an episode on the same thing today, imma save myself an arm and leg and send people to this tutorial instead of redoing it. >:0 i have never used the look at blend shape applyer!!! nor have i used the area weighted thing. i dunno what they do but imma just trust you on this one.
thank you, thank you, thank you!!!! you saved me and othere people soo much time with this comprehensive tutroial
Thank you helpful easy tutorial ❤️🐉
Thanks for making unity bearable. Love the video
I really love your tutorial... this is so helping. thank you
Thanks for the video, really needed it for uploading retextured avatar
Underrated thanks so much
I managed! Thanks for the clear in-depth tutorial.
现在看都是非常好的教程,感谢分享❤
That was super helpfull! Also, I love your avatar!
Very good tutorial. You explained and went over each step very clearly and well, Thank you so much
Can you update or make a new video covering using the new unity dates. i.e. "2022.3.6f1" etc.
hey Kiade, I was tring to follow your tutorial and for some reason, once I get to exporting and re-importing the VRM the inspector doesnt show all the settings that are shown on your video. it only gives me the option to configure the avatar and that's it. I also opened this up in unity 2022.3.26 if this is of any important info
I love you're voice and character thank you for the Tutorial
You are a legend
Thank you. This helped me so much.
Thanks ! Your video really helps me
I was struggling so hard x)
my VRM package is a mix of Japanese and English, so i'm glad i don't have to tinker with any of the export settings, as i'd have no idea which is where.
not quite too sure what my main issue is. but when i import my vrm into the project, and place them into the scene they become just a ball. completely folded in on themself.
9:50 For some reason my emotions are not displayed, and I cannot configure them. Version Blende 4.0.2 and Unity 2022.3.39f1
a 4:36, what exactly are you doing to delete bones.. i am a unity noob idk what youre doing to toggle em off
Thank you, Thank you, Thank you for the tutorial
Very helpful video, thanks!
Thank you so much!! This was such a big help!!
Dunno if anyone will see this, or will be able to help but, I'm struggling with the blendshapes bugging out after exporting it as .vrm
If I try to edit a blendshape at all, the rest of them also get toggled and the more shapes toggled, the larger it all gets. I can't figure out how to fix this
i dont have the import option in the vrm menu ive tried both 2019 and 2022 untiy versions
Наконец-то нормальный туториал.
You are brilliant! THANK YOU!
I have been tearing my hair out in frustration over an issue I'm pretty sure is my avatar's fault, but I'm not versed enough in these programs to fix it.
Everything goes smoothly up until the export and reimport. All blendshapes work like they're supposed to and control what they're supposed to. Once reimported, the jaw now controls more than it should whenever it is moved by any blendshape.
It causes customization options on the chin to 'unhide' by growing back into place whenever the jaw is moved up or down. I thought I'd just be able to delete these options since I don't need them, but they don't seem to be attached to anything that makes sense. They aren't their own objects, except the extra tongue which can be deleted. The two chin attachments can't be removed this way and I can't for the life of me figure out what causes the jaw to start controlling them once the avatar has been exported and then imported back again.
The avatar I'm using is Dragon Base VRChat model by VRM Customs. If ANYBODY has some tips on this, I would appreciate it so much.
So, there is probably definitely a better way to do it. But I'm not smart enough or skilled enough in Unity/Blender to figure it out at all.
But here's the solution I found to my problem. Do not edit any of the customization blendshape sliders before the first export. Follow this video TO THE LETTER all the way to the part where you do the expression blendshapes.
Once there, you follow that part of the tutorial, but now you also have to do every single one of your customization blendshape sliders for every single expression you have or will use. All of them. Individually. This is a painstakingly long and tedious process. And if I found a way to copy all the blendshapes from one expression to another to make a global default, I would have used it. But no amount of menu clicking or searching I did uncovered a way to do that so I did it this way. If I do ever find a way to copy the shapes, I hope I can remember to come back here to post a second fix detailing how to do that.
But I sincerely hope that if for some reason you're reading this comment because you have an avatar with the same problem as mine, that you have better luck than I did finding a solution. Because my solution sucks. A lot. Good luck.
Thank you, you helped me a lot, although I speak Spanish and my English is not good, my 3 neurons managed to understand a lot, I'm going to subscribe uwu (There are not many tutorials in Spanish about what it is to make models for vtuber and Vr chat) D:
IT WORK THANK YOU
No problem!!!
this is very helpful thank you so much!
Hey what software are you using to your character in this video? Is looks pretty clean 😍
Love the tutorial!
So the clothes of my avatar seems to work just fine on Unity but once exported to vrm these wont move with the avatar and stay on the same position
Does it have to be 2019 or up, can 2018 unity still be utilized? This is a stunningly easy to follow tutorial. Fantastic work
2018 won't work, trust me I tried myself haha, it does need to be about 2019 for it to work
This might be a real dumb question but I had a VRM setup already but now I have the model updated with some slight edits and a new texture. Can I somehow swap out the model file in the VRM or do I need to create a new VRM file from scratch
非常到位的分享~!感谢~~
When I try to export it as VRM im getting an error in the menu that says "all authors is whitespace" and it wont let my type an author in. It also wont let me click the export button
8:41 My model is not imported after exporting
The only thing I wanna know is how to make toggles for these models.
I heard you can use on window and use your wabcam
the vrm tab thing wont show and all i can export it as is glb, zip, and gltf but other wise it helped for half of the video
nevermind i imported the add on incorrectly
Felt like everything was going smoothly, and was figuring this all out... Until I got to the Blendshapes... and then I noticed entire menus were just completely absent and don't have any idea how to fix :( I guess I'll just find some stock asset to use or something...
Thank you for making this tutorial. I've been struggling to get a custom avatar into FaceRig for a while now, It's so over complicated so I decided to look into alternatives. This program is far easier to use and I've already managed to get a custom avatar imported by following your instructions. You've laid everything out really well in an easy to understand way. :)
13:00 - Spring Bones
why i dont have secondary?
cute!!
I have a blender model I commissioned, the artist didn't do VRC port at the time, so I cant put it into VRC, but with that said, can I still use this blender file to import this for VeeSeeFace? Trying to teach myself all of this and I'll admit it's alot haha
great video it was easy to get up and running, however my model seems really close up how would i change it
hey, so quick question, how do i import my unity vrc avatar into blender with all of its textures and everything
If I’m not mistaken, you’d have to set the textures in Blender itself.
When you select the model in Blender (the model itself, not including the armature), there should be a green chessboard-pattern ball in the bottom right menu. Click that, have a poke around, you should find a way to upload a texture and use that.
So im tyring to help a friend of mine with his vsee face model, he's using a hobkin redux and on the fluf theres some feathering with black as the transparent. but no matter what shader we use, we cant get it to render as transparent. Transparent, cutout, and transparentwritezface will not work.
im at a loss and feel like i have failed myself as a tutor. what can we do to fix this issue?
My model never came with lookup,lookdown,lookleft,lookright,sorrow. how would I fix that?
i followed your tutorial, but when i get to the prefab the blendshapes arent moving the face at all, but they move the face on the fbx?
I am having the same problem atm. They work until I first export it.
I had the same problem and just figured it out. Version 0.96.1 has a bug. If you update UniVRM to 0.96.2 and reimport the vrm file, it should work.
Seems like an update was the issue, updating should hopefully help!
@@like.clockwork did the same thing and got it working! Thanks
@@Kaideart yep! All good got it working last weekend
My avatar already has face tracking so I shouldn’t need to add stuff on blender right?
Im trying to get this to work but during the first export it say "Materials with fewer submeshes" do you know of anyway to fix this? It wont let me export wih it
Hey Kaide, whenever I change the shaders from Poyomi to VRM format. It goes full white and I dont know how to fix that...
Should I do a blendshape before import in unity? / if blendshape in unity doesn’t work, how I can fix it?
Thanks for the tutorial!!! Very helpful while some other options on UA-cam don't help as much.
I have a question. What naming convention do people typically use to differentiate the first VRM export with the final VRM export? I notice you had "Kaide VRM" and "Kaide VRM done" which I decided to use as well. Is there any sense in keeping the "Kaide VRM" version? I imagine you can delete that without any issues
That’s a good question! Naming differs From person to person and if you’re wanting to be really secure about it you’d name each one 0.1 and 0.2 for the first exports and then when happy reexport it all as 1.0 or something similar!
If you’re meaning the KaideVRM files in the asset tray in unity, you want to keep both because the first version is the FBX and the second is the actual VRM file, sometimes you may forget to do something on the FBX and it just saves time reimporting it and such, but you’re not gonna be too punished if you don’t.
End of the day what works for you is what works for you!
thanks I was able to actually set up my first vrtwitch, Without even knowing all the technicality behind this step by step xD Thank you so much
what if Github says "latest release" Instead of the listed one now? Because i dont know what to press.
How did you get yours in english?
-----
NVM found it, little dropdown at the very top of the export window
for me like the part of " vrm re-import" does not work, its not saying "import" only export Oo . weird
Im assuming we need a camera correct?
ive been struggling with this, no mater what when i import the unity sdk i get lots of erros. but found out there is a blender plugin that works well. no clue why so many vids talk about using unity when that blender plug in is a thing. maybe someone here can tell me?
Ty !
I have a question, do you know how hands would work? If not, do you at least know how I can use the vtuber avatar without stream to twitch or does it have to be streamed to save and upload to youtube?
i need help with this am using the VTuber maker on steam to be a Vtubing how can i put my avatar on the VTuber maker?
hmmm... got a problem with the blendshapes/shapekeys not being there, not sure if I messed up somewhere along the FBX exportting process or the first VRM exporting process... could it be the naming? Do I gotta name them a certain way?
Ive been having this same issue an cant figure out how to fix it
Will this work with a 4 legged creature instead of 2?
I was able to add in dynamic bones by changing the root bones number and adding them, however I ended up getting to this point with a prefab that was part of a package and now I'm unable to change the root bones number. I'm at a loss.
Your video is Great, but for some reason when I get to the blend shapes the sliders don’t even appear for me, any idea why that might be?
everything looks good , the only problem i have is the eyetracking not working , i make 3d models commissions and i'm trying to expand areas
I couldn't progress past 10:19 where you "go to this menu and then fill them in" because that dropdown menu doesn't exist for me. I made all those shapekeys and such, so I don't know why they're not there.
Update: For unity to recognize blend shapes, in Blender, I had to apply the mirror modifiers I had. (which meant deleting all the blend shapes and redoing them from scratch unfortunately)
Edit: it seems any modifiers other than the armature modifier can be a problem. Try to apply all of them before making shape keys.
I have the same problem, tho I dont have mirror modifies on my model. Do you maybe know if there's other things that can casue this?
@@SleepyAnanas what modifiers do you have on your model?
@@dogstomp I had a lattice modifier on. I removed, and it seems to work now 😅
Looks pretty complicated. I have my model in 3ds max rigged with the CAT system. So I am not sure if this will work. Might have a go later.
Question is there a way to make Poi shaders work with this?
There actually is! What you'd want to look for is the VSF SDK which you can get from VSeeFaces Website, and then when you get to the last step, instead of exporting out as a VRM, just export it out as a VSF instead using the SDK!
That'll make it a .VSFAvatar file which is actually compatible with the Poi shaders!
@@Kaideart Omg Thank you! ill try this out ^^