*ATTENTION FOR MODELS USING VROID STUDIO v1.27 OR HIGHER!!!* There has been a change to the base VRoid model which breaks all blendshapes. But I did make a quick fix with my own model. Simply download the file included in NEB called "Reference Model for v1.27.0.vrm" and use that as the Source, instead of the Hinzka model. That should fix your issue. Let me know if you need more help!
I still have problems; my model's face is breaking. The issue seems to be with the blendshapes of the eyebrows and eyelids. Instead of moving the eyebrows, it moves part of the ears, and instead of the eyelid, it moves another part of the skin. I don't know if there is any way to fix this. Thank you
Great work like always! Your videos are such a great help as I am working on a little Unity game with VRoid characters. Thanks to you, they will have a great amount of expressions and the dialogues will be lipsynced.
Hey, I wanted to let you know that the newest VRoid update changed something in the mouth meshes that in for example the JawOpen Blendshape the inside of the mouth starts clipping through the tongue. Some of the Eye Blendshapes also seem to not work as intended anymore.
Thank you for writing about this! I'm facing the same thing with the mouth. Also when blinking the texture of the eye became stretched and distorted. Some kind of problem with the iris and sclerae 😭
Hmmm... I will look into it. I may need to create my own model instead of using the Hinzka model. In the meantime, you can use the Calibrator on NEBPro to work out the differences. I am currently planning to rework NEB for its v2 release.
@@kisumichi I've heard from someone else that they also have some issues with the eyes not working properly anymore. I guess the overall face meshes got changed? I'm not a expert on this, so the best is to wait a bit.
@@justsomefloof Yes, a lot of people are having problems with this as well, for both NEB and Hana Tool. I've uploaded a Reference Model into the download page for NEB (Lite and Pro). Use that as the Source instead of the Hinzka model. That should solve the issue. Let me know if you need more help!
Thanks a lot for your plugin but I'm still having issues. For some reason new blendshapes just don't work outside unity. When I export the vrm with new blendshapes and then import the model back to unity, all of the new blendshapes are there. But when I try to use the vrm in VSeeFace or VMagicMirror it thinks that there are no additional blendshapes attached to the model. Is there any way to fix this? I guess those new blendshapes are indeed attached to the model, but not fully(?) I mean everything is fine in unity, but not anywhere else..
You need to install the BlendshapeClipMaker package from where you download NEB. Then put your model into it before exporting back to VRM. Also, wow... you're a big guy!
@@ReForgeMode Thank you so much! It actually works now in VSeeFace. But still doesn't work in VMagicMirror for some reason. The error message in VMagicMirror is: Missing BlendShapeClip, Undefined BlendShaepClip names: Missing Count 52/52, EyeBlinkLeft EyeLookUpLeft EyeLookDownLeft EyeLookInLeft EyeLookOutLeft EyeWideLeft EyeSquintLeft The only thing that's actually different is that in VMagicMirror the first letter of those blendshapes is upper case, when in unity those speciffic blendshapes' first letter is in lower case. Maybe that's why VMagicMirror can't register them? Is there any way to rename blendshapes in unity? I think I should try it, maybe that would help UPD: I managed to rename those blendshapes in Blender, it didn't help. Still don't know what's the problem. I guess I'll just switch to using VSeeFace from now on..
This is pretty useful & the video kinda shows me how some stuff works cause I don't mess with Unity much past games & stuff that were built in it. I have a model for a character that will probably get a lot of use from this while I'm trying to test things out. Though for all I know it might be easier than I thought since I just need to figure out how to make only one eye move.(Context character has a fake/glass eye) Even without that this will be handy for a lot of other models.
Glad I could help! One eye movement is a bit tricky if you wanna use those sets of expressions, like All Expression Angry. But you can easily make your own using Blendshape Combiner tool in NEB.
@@ReForgeMode Was kind of wondering that & I probably didn't word stuff that well cause wording can be tricky though I can ramble a bit & get lost so it's nice to know NEB can help out
@@Icyangel10No, that was perfectly understandable. You just want one eye to move because the other is a fake. That's really interesting and I hope you got it to work out. Maybe the easiest way is to just delete the bones or muscles or something for that one eye? It can't be that easy.
Thank you for this! I'm noticing that when I export as VRM and load it into VSeeFace, the tracking is once again lifeless. It doesn't notice my mouth movements, no smiles, no sidemouths, nothing. Any idea as to why? I followed the entire tutorial to a T so I'm not sure what has happened.
You just missed one crucial step that I added in the second part of the tutorial for vtubing. Simply download the BlendshapeClipMaker and put your NEB-modified model in before exporting. That will fix all your troubles 😄😄
Heya, maybe a dumb question, but I'm trying to figure out how to transfer the 52 ARkit blendshapes to my model without overriding the VROID Studio blendshapes I have so I can animate with those as needed for certain scenes for this project I'm working on, but so far I've only either completely overwritten them or after deleting the ones I didn't want to transfer over with the Blendshape Organiser in the Pro version, the transfer deleted my VROID shapes and my model was only left with the 52 ARKit shapes. Is there a step I'm missing to preserve shapes or is this not currently a feature of NEBPro? Thanks!
Yeah, so NEB set the default setting to just override the blendshapes with the Source blendshapes. I will add this feature in the next update where you can choose which field gets priority: the Source or Target. Thanks for the feedback!
Haha, hope you enjoy it! Don't forget to use BlendshapeClipMaker before you export. Otherwise, the blendshapes won't be listed in your vtubing application. This package is included in the Ko-Fi download.
3:21 How do you manage to convert the vrm from 1 to 0, mine doesn't have the option, when I click "VRoid_V110_Female_v1.1.3" there is nothing but a grey screen on the inspector no options whatsoever. Edit: I knew Vseeface couldn't handle VMR1.0 yet so just to make sure hinzka model was in VRM1 I loaded it into vseeface expecting it wouldn't take it but it did!, so I just skipped that part of "converting it in unity as usual" and could copy the blendshapes with no issues. I assume hinzka's model was in VRM0 already or someting I don't know much about this e_e. Thank you anyway, I think I will buy the pro version since what I've been trying to do for a long time with no luck is to create new original shapekeys to toggle in vseeface,vnyan etc.
I think Hinzka model does use VRM 0 for compatibility reason. Of course transfering blendshapes does work whether you want VRM 0 or VRM 1. The only thing that matters is how you export it from Unity. If you choose UniVRM 0, then it'll be exported as 0 model. And vice versa. Glad that it worked for your, though!
@@ReForgeMode Yeah, when you say that this plugin just work with vroid models I suppose you refer to the topology of the face only right? I mean Do you think I could like create a model from scratch in blender and then just attach de vroid face to it and do the transfering process? lol
@@okabe9545 Yes, if you have the same amount of vertices and mapping as VRoid models. In theory, you can create a base model in VRoid Studio, modify it in Blender, then bring it back to Unity. As long as you didn't add or remove the vertices, like subdivide or such.
Hi! In the video it says that I need to have UniVRM installed but what specific version? I tried with the newest one (0.124.1) and with this one errors appeared in the console. And, at minute 2:50 of the video you show that there should be no error. So I was stuck on this part. This message was written through Google Translate, I hope you understood my problem.
Hi! Any UniVRM version should work. For errors in Unity, try clicking the clear button on the top right section of the Console Window. This should clear the error message. If the error message doesn't appear again, then it's totally fine and you can move on to the next step.
Hi Hello! Thank you so much for making this accessible and easy to follow, I use the NEB Lite version and follow your instructions, managed to get most of the blendshape to work (which I dont mind) but somehow my avatar's face mesh became weird/wonky when the eyes blink. I did figured out that the Hinzka model's blendshape for eyes are a bit too exaggerated to be applied on my avatar. So I'd like to know if there's away to just transfer certain blendshapes using NEB Lite ver or do I actually need the pro ver in order to do this? Thank you in advance!
Well, if you want to ignore certain blendshapes, you can easily remove that blendshape in your BlendshapeAvatar file. That's a quick fix just in Unity alone. NEBPro does help you adjust the blendshape exaggeration with the Recalibrator Tool. Or you can remove that blendshape completely with the Organizer Tool. Let me know if you need more help!
Is there a way to force this to work with a non-traditional model? For example, my model has over 10,000 vertices. Even still, there are some expressions I feel could make work if I could get them onto it. I am using a VRC model converted to VRM, so I don't know how to trick or correct the vertices. There may ultimately not be a way but I figured it didn't hurt to ask!
Yes, it can work with non-VRoid models. But both of the models must have the same amount of vertices. I may try to find a way to transfer vertices between different mesh model, but it's gonna take a while...
Did everything as told in the video and it doesnt work, it says my blendshape have been transferred but they havent. redid everything several times and it doesnt work.
At 3:27 you say "change the import setting as usual", but in my 3D-VRM project there are no import settings in the inspector when I click on VRoid_V110_Female_v1.1.3. I'm not sure why this is because I've successfully run this same project before with this same model.
Hello! You only need to check the import setting if you are using a VRM 0 model on a VRM 1 project. All it does is to upgrade the model to VRM 1. If you already used VRM 1 model in VRM 1 project, this option won't appear. The model version is determined when you export your model in VRoid Studio.
Yes, as long as you're transferring between meshes with same vertex count. So for example, if you have two basic FBX models, as long as the models have exactly the same vertex count, then this will work.
hi there, thank you so much for making this tool! ive followed the instructions and used the clipmaker, but it looks like it's broken my tongue texture or something is clipping through when i open my mouth or stick out my tongue. i know that this was a bug in hanatool that's been fixed but i can't seem to fix it neb lite. do you have any suggestions on what i could do? again, thanks so much for this plugin and all your hard work!
Hello! This is a bug that happens when you use models from VRoid 1.27 onward. To fix this, simply change the source model to my Reference Model for 1.27, which are included in your NEB Lite download.
Help/Suggestion: I am so excited to try this plug-in. It'll help me so much with my overall model creation. I am fairly new to unity and I don't have a lot of knowledge but I use it to do some basic changes to my personal vtuber model. I would love to figure out how to create a script that will allow me to rescale my body the same way every time. It's so tedious to do it over every time I want to create a new outfit. Essentially I want a program where I can make a "body type preset" that will transform each body part the same way every time. I have presets for everything, but I want it to do it automatically. It could be something that I can put presets into it and save it or I can set it per bone. (Would be great to have a similar feature that's separate for colliders. Essentially do the same thing but for collider presets)
Hello! Feel free to let me know if this tool helps you or if you find any issues! I don't think I understand what you mean with rescaling body. Isn't it already a feature in VRoid, where you can rescale each body part?
@@ReForgeMode vroid doesn't let you scale things like calves. I've managed to make my model fairly plus sized. I use the transform component on each body part to change the models shape in unity and I have presets for the component values of each but I'm wanting something that will apply those presets to each one automatically.
Ah, I see! I will consider making that next or find a similar tool if I found one. That shouldn't be too difficult, I think. Is there a limit to how big you can resize those body parts, though?
It seems like the model you mentioned for copying blend shapes doesn't have blend shapes setup for the eyeball movement. Is that right or am I missing something? Do I need to take it into Blender and setup the eyeball blend shapes.
Yes. That's why we rely on scripts for eye movement instead for more precision. Eye ball blendshapes are usually not needed for most vtubing software, but let me know if you need it.
@@ReForgeMode I'm testing using iFacialMocap, vroid model with ar52 blend shapes and vseeface. Your stuff has made it really easy to get going my only remaining hurdle is getting the eyeball movement to work.
Hey there! In URP while using the SimpleURPToonLitOutlineExample shader, for some reason I'm unable to export using UniVRM. It defaults to default gltf textures, any suggestions on how to get around this? Edit: I'm guessing I'd need to do my tuning in BIRP and then export to a URP Project that changes the materials. Edit2: No idea why exporting doesn't carry over materials properly. Any insights? I've even tried just using the exact same model you use but exporting does not export the shaders.
Hello! By default, UniVRM can only export BIRP materials. This is because almost all applications that uses VRM models can't support URP/PBR materials. So if you want to export to VSeeFace or other vtubing application, it's better to use BIRP. It can be assumed that because you're using URP, you just wanted to use your model in Unity. If so, exporting as custom package between projects will be a better choice.
Im so happy!!! I can finally stick my tongue out and puff my cheeks but so much more too!!!!! AND IN VSEEFACE!!! No blender knowlege needed whatsoever. Thank you so much!
@@doggo04 It is done using NEB and then create the BlendshapeClips manually. VSeeFace can only use BlendshapeClips from UniVRM, instead of using pure model blendshapes. I'm working to add this as soon as possible. In the next update, blendshapeClips will be added when you click Copy Blendshape.
@@doggo04 I use neb pro, but after you put both models in and finalize your blendshapes, the program tells you to go to your skinned mesh renderer. Once you make sure that all the new sliders are in there, you go to your models blendshapes file, find the one with all the blendshape buttons (usually it's the 4th one and it has a grid). Create a new blendshapes, name it what you want, and all the sliders will be there. All of the slider should be available on all of your blendshapes now so you can even edit your original ones.
naaman god I'm such an idiot I didn't scroll the page to the side... thank you very much you are good thank you very much I follow you and I WISH you continued success. GOD BE WITH YOU...
Hi there, thank you for letting us try out NEB Lite. After exporting the .vrm model, is it not compatible to open using VSeeFace? I'm getting this error : Exception of type 'VRM.NotVrm0Exception' was thrown. If this is a VSFAvatar file, make sure it was exported from Unity 2019.4.31f1 and was exported to VRM format and reimported before being exported to VSFAvatar format.
Hello! That's because you're exporting your model as VRM1 from VRoid Studio. VSeeFace only works with VRM0. You will also need to use UniVRM 0.x, which I will update right now in Ko-Fi download. Please wait a bit. Although, VSeeFace also seem to handle expression by using UniVRM BlendshapeClips, instead of regular regular blendshapes. This feature will be added in the next version.
@ReForgeMode hi there, thank you for your reply. A little update, i exported my model as version vrm 0, downloaded univrm 0.x and i was able to open it in VSeeFace but with limited blendshapes as you mentioned. No cheeks puffing, sneer, or moving jaws left to right.
No. This should work for all versions of Unity. But if you want to be safe, test it out first with the free version before you make the purchase of the pro version.
Super useful! I have been working on expanding the VRM 25 blendshapes into Metahuman/ ARkit blendshapes for UE5 and would love to ask some questions! Could I message you or email you about it? Thanks!
Hi! Sorry to bother you! I used the tool to add the blendshapes to my model and it worked really well, but I was effected by the issue you mentioned where the eyes would no longer close all the way because of the model copied. I bought the pro version to use the calibration tool but I can't figure out how to make it look like yours and see the calibrations in real time? The scene focuses on the VITA model by default and the face doesn't change (for both mine and Vita). Pretty new to Unity so I understand if this is a silly one. Thank you.
@@ReForgeMode omg you're the best. I just spent 3 hours trying to make it work. It kept saying I was missing a script and I wanted to throw hands with unity 😂 I'll look forward to it. Thank you so much!!
Yes, but it's kinda hard to do with this plugin. I recommend checking my Expression Pack instead if you want to customize each individual expressions: ua-cam.com/video/0VftuPAM6HY/v-deo.html
Get the Plugin Here! NEB Lite: ko-fi.com/s/ad2b08fa67 NEB Pro: ko-fi.com/s/c47de71369 To get the blendshape model, download it here: Hinzka Model: github.com/hinzka/52blendshapes-for-VRoid-face Disclaimer: I did sell NEBPro for 2.99$. But the basic version to copy blendshapes is free.
@@ReForgeModeSo the good news is that it seems to have worked and I was able to successfully copy the blend shapes. The bad news is that I can't export because I have this red exclamation mark that says "require version." But I thought the whole point of opening your project through Unity Hub was to force me to use the correct version? I'm so confused. Also, even though it copies the blend shapes, it doesn't copy them completely. In V-Roid studio, I had messed around with creating custom vowel shapes, and then tried making a version where all the vowel shapes were mouth closed for export. I assumed that in copying the blend shapes to my model, this wouldn't matter, but apparently things like vowels just won't do anything with my mouth. So I guess one thing that we need to look out for is that you should at least use the default vowel shapes. I made a separate copy with vowel shapes that I felt were more accurate to how my face actually looks I Think I'll use that one next time. I used the 3D VRM0 project as my model was exported as VRM0. So the only thing I can think of is that somehow I ended up using the wrong version of Unity.
@@MrGamelover23 Huh, that's the first time I heard someone got version error. Please send the screenshot of the error to our Discord server so I can take a look. As for the custom blendshape, I was not aware that VRoid Studio just outright ignore any custom blendshape during export... More reason to use my NEBPro then 😂😂
I followed your instructions and everything worked well. I exported a new VRM0. But my VTuber app doesn't recognize the model as a PerfectSync compatible one. Any ideas what can cause this? And thank you so much for making this. It's sooo easy :)
Hey, thanks for checking it out! You just need to install the AddOn BlendshapeClipMaker, and put your model with the new blendshapes into it. It should fix everything! A future update is being planned to make this process automatic. Stay tuned!
@@ReForgeMode yea.. that'll probably need more work.. I'll create similar character (in size), swap face mesh and than textures and after that copy blendshapes.. hope that will work =)
@@Shlizer Hmmmm... feel free to try it. But I don't think it will work. The problem with Delete Transparent Mesh is only on the face of the character model. You can freely swap the model's body, but not the face. The face has to NOT be optimized for the blendshapes to transfer over. I think the reverse will work better for your case. Create a new model with the face unoptimized, then swap that face mesh into your current optimized model.
You need to use BlendshapeClipMaker tool that is included when you download the plugin on Ko-Fi. Simply install it and put your model on it. That should do it!
it has to be vrm1 ? vseeface doesn't accept vrm0. Also after succesfully copied the blenshapes, it just doesn't do anything at all in vseeface, face barely doing anything, it is because it's vrm0 ?
NEB can do both, but VSeeFace doesn't accept VRM 1. If you want to use it for VSeeFace, you need to use VRM 0 model and generate the blendshapeClips by using BlendshapeClipMaker ua-cam.com/video/Q1_obTcE_uE/v-deo.htmlsi=gT6cQMhG1fyIsE3u
Make sure you are using UniVRM version 0.x when you download it from github. Version 0 only exports version 0 models, version 1 only exports version 1 model.
yeah its just a free tool provided by oculus for Unity. it is what vseeface uses. they have a package for it on the site. The problem i have when using it is that it is only moving eyebrows and not the mouth. so something is not getting mapped correctly. But i am new to all this and cant for the life of me get it to work.@@ReForgeMode
Yes you can! I tried using both VRM 0 and VRM 1. Though, keep in mind that the blendshape names are a bit different, so you might have blendshapes with different names doing the same thing when they are copied. I'd say try it first with the free version before you buy it. Also, it's always better to re-export your model with VRM 1 if you created it using VRoid beta.
hi sorry to bother, but when i went to export its not letting me export cause the blendshapesavatar* are null? do you have an idea why or how i can fix this? also besides that its so easy to use 10/10
i have no idea, i just dragged and dropped the blendshape avatar into the blendshape proxy script and it fixed it. i think the new avatar just didnt go into the script whenever i put the new blendshapes in.
Hello! Please help! So I followed the steps but and checked my models blendshapes in unity to make sure they work BUT when I export (VRM 0.x), the blendshapes are not there. What am I doing wrong?!?!
Ah, you just missed the BlendShapeClipMaker step! It was an update after this video. Simply download the BlendshapeClipMaker from Ko-Fi where you download NEB, install it in Unity, and put your model through BlendShapeClipMaker before exporting!
@@ReForgeMode I did that and the expressions still don’t work. When I go to the blendshape avatar file, I can see all of the key binds, but when I click any of them, nothing happens to the faces. Is it suppose to have a preview of the shapekey?
@@cutiecamera Hmmm, is there a new blendshape added at the very least? As I said in the video, there is an issue that if you close Unity, you need to do Blendshape Copy again. If you still have issues, let's talk about it in our Discord server so you can send me some screenshots.
can you please make a step by step tutorial on this entire setup? in the video half of the folders and files are different than what you have in kofi now and you keep jumping around and cutting information. really hard to follow as a beginner :(
Check out the more recent video on this channel for an updated setup. This video is a year old, and I have made various updates to add features into this plugin.
NEB supported both, but not transferring between different VRM versions. I do prefer VRM 0 myself, but if VRoid Studio themselves support VRM 1, I don't see why I can't support it as well.
Hey bro. Pls do u know how to do the hair simulation ? I am trying to have some hair simulation on blender for example when they jump or run or walk but I don't know how to do that , pls help me , thx my friend
Unfortunately, I'm not familiar with hair physics in Blender, only in Unity. I think you can automatically use some VRoid import plugins and it will assign a physics joints to your hair on Blender. Check this plugin out: github.com/saturday06/VRM-Addon-for-Blender
this is so weird, i did everything with vrm 0 that was needed and exported, but vseeface doesnt seem to recognize the new blendshapes, just works like it did without them. maybe i did something wrong when exporting because it required me to filll out the version information which i dont know what that means? I dont know what went wrong T.T
PLEASE HELP! I've gotten the free and paid versions of NEB and it transfers the blendshapes no problem, but for some reason when I export the model as VRM0 the blendshapes aren't on the export. Is there something I'm doing wrong and is there any way to fix this? Thanks!
@@RoanokeSan Right, this issue has been partially resolved in the Discord forum. It has something to do with VSeeFace requiring VRM 0 model from VRoid Studio export. I'm working on adding BlendshapeClips right now when you copy blendshapes. Stay tuned for the new update on the shop page.
Well, NEB plugin only works on models with the same amount of blendshapes. So if you have a vroid model as source and a non-vroid model as target, it won't work. One of the workaround is to have your NEB-modified VRM model exported as FBX, which then you can then put into any programs without needed NEB again.
@@ReForgeMode well, the thing is, I wanna like… do it the other way around : Import the model to source with the blend shapes. Like… the vrm still didn’t make any contact with source. If it still doesn’t works, well…at least I would have tried.
@@maxtgth3fr13nd5 What do you mean with "make contact with source"? Yes, you can flip the source and target around. But it won't work if the two models have different meshes.
Man i wish there was a tool to generate blendshapes for a fbx model. The fbx model i have never came with face blend shapes.. Big sad. And not good at blender to make my own 😢
I think there may be some AI tools out there to do that. The problem is that facial mesh can differe so much between models. This tool can work because all VRoid models have the exact same mesh and vertex count.
Yes, as long as those animation was made with humanoid rig in Blender (biped, two hands, two legs, one head). I did this all the time with Mixamo animations.
please I really need help. I followed all the necessary steps and I really wanted to use this resource for vtubing, but the software I use only accepts VRM0 and I don't know how to convert without everything getting bugged
First, you need to use the 3D VRM0 project template given when you downloaded NEB plugin. VRM0 project uses UniVRM 0 and only export your model as VRM0 models.
That could be a good addition to this tool. I didn't actually interact with UniVRM BlendshapeClips at all. I only modified the original mesh blendshapes.
Hello! Thank you for posting your tutorials! I have used this to add blendshapes to my vroid based vtuber model, before I export it it shows I have completed the process, and that they are completely copied over from the sample 52 blendshape model, but after its exported and imported into my tracking software (VMagicMirror) it says that it doesn't support perfectsync still. It also doesn't work when I start tracking my face either. I don't understand why it is not working. I export the edited models before I close unity, so it should be fine, but its not. I don't know what could be wrong. If you see this, some help would be greatly appreciated, I don't want my time to go to more waste than it already has. Thank you again.
I think it has something to do with VMagicMirror using UniVRM BlendshapeClips rather than model blendshape. I will add this as soon as I can to both NEBLite and NEBPro. Stay tuned!
Then save it into your Unity Project? You didn't show that part. What do you mean by that? Import the second model into Unity or drag the model into Unity assets? (i'm new to unity so bare with me)
Yes, of course! In fact, while making my other tools, I often switch back and forth between Blender and Unity, exporting and importing VRMs in the process! It's no trouble at all!
So I bought NEBPro and I tried importing it like I did with NEBLite (bc that one worked) and now I get this error message Assets\NEBPro\Editor\BlendshapeOrganizerEditor.cs(4,13): error CS0234: The type or namespace name 'VisualScripting' does not exist in the namespace 'Unity' (are you missing an assembly reference?) basically I cant use it bc there are just 4 drop-downs that say "script" - "None (mono script)" and have this warning attached The associated script can not be loaded. Please fix any compile errors and open Prefab Mode and assign a valid script to the Prefab Asset I am in tears , help
Oh, hmmm... That's odd. I wil fix this right now. In the meantime, make sure to delete NEBLite and NEBPro from your project files are reimport them again. Let me know if this helps! EDIT: This bug has been fixed as of 2024/01/23
Do you have plugin that will fix the hair uncombine in VRoid back to combine? optimize VRM model will help lower gpu spikes down for models who has uncombine their hairs due to adding tail to their model or even wings/batwings and so on using the hair to add more stuff to their like extra custom expression using anime style texture units.
I'm not sure what you're referring to here. I think you're talking about optimizing mesh count when it's put into Unity, right? Truth is, you can't. If you're planning on using Unity, using hair for everything is not advisable, contrary to popular VRoid tutorials. I recently had helped someone who have 130K vertices because they had so many hair for particle effects. It will be better to use actual 3D objects in Unity than using hair in VRoid. There are tools that can help you combine meshes, but that could risk losing the physics for the VRoid hair.
Hi! I followed all the steps in the video with the lite version and the same model for the arctic blend shapes (Hinzka) but for some reason it only copied 24 blend shapes to my custom model in total, though it said it copied all 150. Do you know why that is?
Ah thank you!!! However, when I try to import blendshapeclipmaker into unity, it gives me this notification: Assets\NEBAddOn\BlendshapeClipMaker\Runtime\BlendshapeClipMaker.cs(323,20): error CS0246: The type or namespace name 'VRM' could not be found (are you missing a using directive or an assembly reference?) Do you know how to fix that?
@@gachaperson1824 Make sure you are using UniVRM for 0.x model instead of the VRM 1 when you download it from github. As far as I know, only VRM 0 was supported by most vtubing application. You can uninstall the UniVRM from your project by deleting the folders.
Help! I did the 3D 0.0 version everything fine but when i exported the vrm doesn't work in vseeface. So I tried the 1.0 version and when i put my model in unity it has shader errors and my model is white. I dont know what to do anymore ;-; (Sorry about my english hope u can understand)
Hello! VSeeFace uses only VRM 0. So you will need to export your model as VRM 0 from VRoid Studio, open the VRM 0 template project in Unity, and export your model after you modify it using NEB. You will also need to set the BlendshapeClips for all of your blendshapes using the new BlendshapeClipMaker included in your NEB download. My latest video is all about it: m.ua-cam.com/video/Q1_obTcE_uE/v-deo.html
iPhone or not is irrelevant. This should work for any VRoid model. This tool just modifies your model's data. You should only worry about running in iPhone when choosing the right vtubing application for facial tracking.
@@ReForgeMode Yep sorry I didn't phrase it correctly, I meant when using the facial tracking software if the use of blendshapes only work with iPhones. Thanks for your reply!
@@Matobit No worries! I think you're still confused on what is a blendshape data. My answer is still the same. Any vtubing application uses the same Blendshapes data embedded in a VRM model. From there, the vtubing application use either IPhones or Webcams to capture your real life facial expression and manipulate the blendshape values in your model to match your face. The data in your model remains the same, whether you're using webcam or iPhone. This plugin only manipulates the data in your model, regardless of any vtubing application you use. In short, the data in your model doesn't care whether you're using iPhone or Webcam.
I have problems exporting my avatar with the blendshapes and importing it into Vsee face: Itries the classic unity version recommended for Vroid editing (the 2019.4.31f1), I can export the model as vrm and vsf, but when I import it into Vseeface it has no hanatool blendshape; I tried instead the version you used for the tutorial, I can export the model as VRM, but I can't import it in Vseeface for some reason. I don't really know how to fix the issue
Yes, this is a known issue that should be fixed with an update several days from now. The TLDR solution is that you need to have the Blendshape Avatar listing all of those new blendshape as BlendshapeClips. You can try the newly included BlendshapeClipMaker plugin inside NEB download page. Or you can wait until the video explaining it come out several days from now.
@@ReForgeMode Great tool, please also help to make the tool copy the BlendShape name from the source. Otherwise we might have to manually change the name one by one to remove the prefix and change the first letter to capital.
@@weichen1 Thank you! The tool does copy the name of the blendshapes for both the Source and Target. Is there anything specific for the naming that you are referring to?
I see. I faced the same exporting bug and had to use the blendshapeclip tool for the transformation, this process will lost the blendshape name copy and all names will now have the default prefix that have to be fixed one by one.
@@weichen1 Ah, I see! So it's a name formatting issue then, since the original VRM model has names with initials like Fcl_MTH_Open? What is your name convention if you are okay with sharing? I do find those names pretty annoying at times too. I am looking to replace them, but I don't know what names will work.
Hello! i have a question about one of the files, so i downloaded the template and tried to extract it but it said it was damage:( what can i do about it?
Hello! I did check both NEBLite and NEBPro, both RAR files Unity VRoid Templates are not damaged or corrupted. There might be an error during your download, like an unstable connection or browser plugins for downloading being finnicky. Try to download it again using different connections or different browser and see if it works.
@@ReForgeMode Alright, thank you!! i'll update you if it works or not, at the moment my time right now is 1 am in the middle of the night so i need some sleep😭 but thank you again!
It don't work for me... it appears that the problem is that, despite creating the shapekeys, none are added on the model blendshape proxy, so the compatible programs don't use the new blendshapes at all. I can slide manually in blender on data properties with face selected, but there was none on proxy section.
Please install the BlendshapeClipMaker package included in this download and pass your model through it before exporting. This is explained through a follow up video after this one.
@@ReForgeMode Well.. program now creates the blendshapes on the proxy, but still no response from Dollars or any other mocap that uses the 52 ARkit expresions. I'm using pre-1.27 models, post 1.27 models and all configs I can think of.
@@ReForgeMode I finally identified the problem, EDIT: It's not the order or names it's just that the converted model have lower cap first letters on blendshape proxy names. This alone screws all.
@@ReForgeMode I'm having a slight bug. I followed all of your instructions in the video but I got the error about Delete Transparent Meshes despite disabling it before rendering the vrm. I also have an odd error at the bottom of Unity saying ArgumentException GetBlendShapeFrameVertices() output arrays size must match mesh vertex count. This is happening on both the Pro and Lite versions. My model is from the Beta Vroid studio but the video says that shouldn't matter. I tried using your Unity 3d Project as well as creating a new one using versions 2022.2.6f1 (the example project) and 2021.3.29f1 Any help would be appreciated.
@@NekroVaniaI assume you did uncheck the Delete Transparent Meshes option in VRoid before exporting? I highly recommend opening your VRoid beta project again in the latest VRoid Studio version to convert it to the recent blendshape model. Then you can either choose to export as VRM 0 or VRM 1. There is a slight difference in Mesh count on VRoid beta. Let me know if that helps!
@@ReForgeMode Hello I am also dealing with the same issue as the original commenter. If I'm correct its not possible to import a model from the beta into the new Vroid studio unless you have the VROID file? Is there a way to get that so I could export it from the new vroid studio? any help would be appreciated. Thank you.
You mean... as in hiding the eyes behind hair bangs or hiding the eyes as mesh manipulation? I think I can sort of create a blendshape for that. It could be interesting.
"tool". LOL. It's mainly that when a male sees a cute girl, there is an anatomical response and then when there is another male in the room the anatomical responses get a little confused. Maybe asians are used to ktv. @@ReForgeMode
*ATTENTION FOR MODELS USING VROID STUDIO v1.27 OR HIGHER!!!*
There has been a change to the base VRoid model which breaks all blendshapes. But I did make a quick fix with my own model. Simply download the file included in NEB called "Reference Model for v1.27.0.vrm" and use that as the Source, instead of the Hinzka model. That should fix your issue. Let me know if you need more help!
I still have problems; my model's face is breaking. The issue seems to be with the blendshapes of the eyebrows and eyelids. Instead of moving the eyebrows, it moves part of the ears, and instead of the eyelid, it moves another part of the skin. I don't know if there is any way to fix this. Thank you
@@nereagonzalez1901 Yes, I think it's due to the version changes. Have you toggle the VRoid version options at Page 1 to see if that fix it?
@@ReForgeMode Yes, that was it, thank you very much
@@nereagonzalez1901 Glad it works!
With that model everything is fine and all the shapes are better organized thanks a lot that's amazing!
Great work like always! Your videos are such a great help as I am working on a little Unity game with VRoid characters. Thanks to you, they will have a great amount of expressions and the dialogues will be lipsynced.
Haha, glad I could help! Do share your work once it's ready. Nothing makes me happier than seeing people make things with my tools. 😄😄
Hey, I wanted to let you know that the newest VRoid update changed something in the mouth meshes that in for example the JawOpen Blendshape the inside of the mouth starts clipping through the tongue. Some of the Eye Blendshapes also seem to not work as intended anymore.
Thank you for writing about this! I'm facing the same thing with the mouth. Also when blinking the texture of the eye became stretched and distorted. Some kind of problem with the iris and sclerae 😭
Hmmm... I will look into it. I may need to create my own model instead of using the Hinzka model. In the meantime, you can use the Calibrator on NEBPro to work out the differences. I am currently planning to rework NEB for its v2 release.
@@ReForgeMode Gotcha, thank you for answering!
@@kisumichi I've heard from someone else that they also have some issues with the eyes not working properly anymore. I guess the overall face meshes got changed? I'm not a expert on this, so the best is to wait a bit.
@@justsomefloof Yes, a lot of people are having problems with this as well, for both NEB and Hana Tool. I've uploaded a Reference Model into the download page for NEB (Lite and Pro). Use that as the Source instead of the Hinzka model. That should solve the issue. Let me know if you need more help!
this is excellent I been looking for something like this for months! I love it!
Glad I could help!
Going to try this soon :o
Hehe, hope you enjoyed it!
Thanks a lot for your plugin but I'm still having issues. For some reason new blendshapes just don't work outside unity. When I export the vrm with new blendshapes and then import the model back to unity, all of the new blendshapes are there. But when I try to use the vrm in VSeeFace or VMagicMirror it thinks that there are no additional blendshapes attached to the model. Is there any way to fix this? I guess those new blendshapes are indeed attached to the model, but not fully(?) I mean everything is fine in unity, but not anywhere else..
You need to install the BlendshapeClipMaker package from where you download NEB. Then put your model into it before exporting back to VRM.
Also, wow... you're a big guy!
@@ReForgeMode Thank you so much! It actually works now in VSeeFace. But still doesn't work in VMagicMirror for some reason. The error message in VMagicMirror is: Missing BlendShapeClip, Undefined BlendShaepClip names: Missing Count 52/52, EyeBlinkLeft EyeLookUpLeft EyeLookDownLeft EyeLookInLeft EyeLookOutLeft EyeWideLeft EyeSquintLeft
The only thing that's actually different is that in VMagicMirror the first letter of those blendshapes is upper case, when in unity those speciffic blendshapes' first letter is in lower case. Maybe that's why VMagicMirror can't register them? Is there any way to rename blendshapes in unity? I think I should try it, maybe that would help
UPD: I managed to rename those blendshapes in Blender, it didn't help. Still don't know what's the problem. I guess I'll just switch to using VSeeFace from now on..
@@shadowposers Huh, that's weird. I don't know what's up with VMagicMirror because I haven't tried it yet. I'll see if I can check them out later.
I have this problem where my blend shaped come out the bottom of the jaw. I'd love to see a tool that allows you to modify blend shapes in that nature
You can use the Calibrator in NEBPro to adjust that blendshape at 7:56
This is pretty useful & the video kinda shows me how some stuff works cause I don't mess with Unity much past games & stuff that were built in it.
I have a model for a character that will probably get a lot of use from this while I'm trying to test things out. Though for all I know it might be easier than I thought since I just need to figure out how to make only one eye move.(Context character has a fake/glass eye) Even without that this will be handy for a lot of other models.
Glad I could help! One eye movement is a bit tricky if you wanna use those sets of expressions, like All Expression Angry. But you can easily make your own using Blendshape Combiner tool in NEB.
@@ReForgeMode Was kind of wondering that & I probably didn't word stuff that well cause wording can be tricky though I can ramble a bit & get lost so it's nice to know NEB can help out
@@Icyangel10No, that was perfectly understandable. You just want one eye to move because the other is a fake. That's really interesting and I hope you got it to work out. Maybe the easiest way is to just delete the bones or muscles or something for that one eye? It can't be that easy.
Thank you for this! I'm noticing that when I export as VRM and load it into VSeeFace, the tracking is once again lifeless. It doesn't notice my mouth movements, no smiles, no sidemouths, nothing. Any idea as to why? I followed the entire tutorial to a T so I'm not sure what has happened.
You just missed one crucial step that I added in the second part of the tutorial for vtubing.
Simply download the BlendshapeClipMaker and put your NEB-modified model in before exporting. That will fix all your troubles 😄😄
@ReForgeMode oh gosh, thank you!
@@Mama_Lumi No problem! Happy to help!
👏👏 Amazing tool 🙌
😄😄
Heya, maybe a dumb question, but I'm trying to figure out how to transfer the 52 ARkit blendshapes to my model without overriding the VROID Studio blendshapes I have so I can animate with those as needed for certain scenes for this project I'm working on, but so far I've only either completely overwritten them or after deleting the ones I didn't want to transfer over with the Blendshape Organiser in the Pro version, the transfer deleted my VROID shapes and my model was only left with the 52 ARKit shapes. Is there a step I'm missing to preserve shapes or is this not currently a feature of NEBPro? Thanks!
Yeah, so NEB set the default setting to just override the blendshapes with the Source blendshapes. I will add this feature in the next update where you can choose which field gets priority: the Source or Target. Thanks for the feedback!
@@ReForgeMode Thank you for the reply and I appreciate that you'll include this, you rock.
@@SATOhara3173 Thank you for the kind words!
Thank you so much!!
Haha, hope you enjoy it! Don't forget to use BlendshapeClipMaker before you export. Otherwise, the blendshapes won't be listed in your vtubing application. This package is included in the Ko-Fi download.
@@ReForgeMode It's like you knew I was struggling haha thank you again everything works amazingly now!
@@rosequartz4 It's a common issue often mentioned in the comment section 😄
3:21 How do you manage to convert the vrm from 1 to 0, mine doesn't have the option, when I click "VRoid_V110_Female_v1.1.3" there is nothing but a grey screen on the inspector no options whatsoever.
Edit: I knew Vseeface couldn't handle VMR1.0 yet so just to make sure hinzka model was in VRM1 I loaded it into vseeface expecting it wouldn't take it but it did!, so I just skipped that part of "converting it in unity as usual" and could copy the blendshapes with no issues.
I assume hinzka's model was in VRM0 already or someting I don't know much about this e_e. Thank you anyway, I think I will buy the pro version since what I've been trying to do for a long time with no luck is to create new original shapekeys to toggle in vseeface,vnyan etc.
I think Hinzka model does use VRM 0 for compatibility reason.
Of course transfering blendshapes does work whether you want VRM 0 or VRM 1. The only thing that matters is how you export it from Unity.
If you choose UniVRM 0, then it'll be exported as 0 model. And vice versa.
Glad that it worked for your, though!
@@ReForgeMode Yeah, when you say that this plugin just work with vroid models I suppose you refer to the topology of the face only right? I mean Do you think I could like create a model from scratch in blender and then just attach de vroid face to it and do the transfering process? lol
@@okabe9545 Yes, if you have the same amount of vertices and mapping as VRoid models. In theory, you can create a base model in VRoid Studio, modify it in Blender, then bring it back to Unity.
As long as you didn't add or remove the vertices, like subdivide or such.
Hi! In the video it says that I need to have UniVRM installed but what specific version? I tried with the newest one (0.124.1) and with this one errors appeared in the console. And, at minute 2:50 of the video you show that there should be no error. So I was stuck on this part. This message was written through Google Translate, I hope you understood my problem.
Hi! Any UniVRM version should work. For errors in Unity, try clicking the clear button on the top right section of the Console Window. This should clear the error message. If the error message doesn't appear again, then it's totally fine and you can move on to the next step.
@@ReForgeMode Completed, now I just have to play with the VMagicMirror settings. THX!!!!
@@id4rko_561 Great! Glad you managed to work it out!
Thank you so much, this is so useful
Glad I could help!
Hi Hello! Thank you so much for making this accessible and easy to follow, I use the NEB Lite version and follow your instructions, managed to get most of the blendshape to work (which I dont mind) but somehow my avatar's face mesh became weird/wonky when the eyes blink. I did figured out that the Hinzka model's blendshape for eyes are a bit too exaggerated to be applied on my avatar. So I'd like to know if there's away to just transfer certain blendshapes using NEB Lite ver or do I actually need the pro ver in order to do this? Thank you in advance!
Well, if you want to ignore certain blendshapes, you can easily remove that blendshape in your BlendshapeAvatar file. That's a quick fix just in Unity alone.
NEBPro does help you adjust the blendshape exaggeration with the Recalibrator Tool. Or you can remove that blendshape completely with the Organizer Tool.
Let me know if you need more help!
@@ReForgeMode Oh I see! Thank you for the further explanation I will try and do that with the files
Is there a way to force this to work with a non-traditional model? For example, my model has over 10,000 vertices. Even still, there are some expressions I feel could make work if I could get them onto it.
I am using a VRC model converted to VRM, so I don't know how to trick or correct the vertices. There may ultimately not be a way but I figured it didn't hurt to ask!
Yes, it can work with non-VRoid models. But both of the models must have the same amount of vertices. I may try to find a way to transfer vertices between different mesh model, but it's gonna take a while...
Did everything as told in the video and it doesnt work, it says my blendshape have been transferred but they havent. redid everything several times and it doesnt work.
Hmm... Let's talk about it in our Discord server. Please share some screenshots so I can help you better.
At 3:27 you say "change the import setting as usual", but in my 3D-VRM project there are no import settings in the inspector when I click on VRoid_V110_Female_v1.1.3. I'm not sure why this is because I've successfully run this same project before with this same model.
Hello! You only need to check the import setting if you are using a VRM 0 model on a VRM 1 project. All it does is to upgrade the model to VRM 1.
If you already used VRM 1 model in VRM 1 project, this option won't appear. The model version is determined when you export your model in VRoid Studio.
does your NEB Pro features also work with non vroid vrm blendshape?
Yes, as long as you're transferring between meshes with same vertex count. So for example, if you have two basic FBX models, as long as the models have exactly the same vertex count, then this will work.
hi there, thank you so much for making this tool! ive followed the instructions and used the clipmaker, but it looks like it's broken my tongue texture or something is clipping through when i open my mouth or stick out my tongue. i know that this was a bug in hanatool that's been fixed but i can't seem to fix it neb lite. do you have any suggestions on what i could do? again, thanks so much for this plugin and all your hard work!
Hello! This is a bug that happens when you use models from VRoid 1.27 onward. To fix this, simply change the source model to my Reference Model for 1.27, which are included in your NEB Lite download.
@@ReForgeMode just tried this out and now the tongue works great, thank you so much!!
@@onlinesona Glad to hear it! Happy creating! 😄😄
Help/Suggestion: I am so excited to try this plug-in. It'll help me so much with my overall model creation. I am fairly new to unity and I don't have a lot of knowledge but I use it to do some basic changes to my personal vtuber model. I would love to figure out how to create a script that will allow me to rescale my body the same way every time. It's so tedious to do it over every time I want to create a new outfit.
Essentially I want a program where I can make a "body type preset" that will transform each body part the same way every time. I have presets for everything, but I want it to do it automatically. It could be something that I can put presets into it and save it or I can set it per bone. (Would be great to have a similar feature that's separate for colliders. Essentially do the same thing but for collider presets)
Hello! Feel free to let me know if this tool helps you or if you find any issues!
I don't think I understand what you mean with rescaling body. Isn't it already a feature in VRoid, where you can rescale each body part?
@@ReForgeMode vroid doesn't let you scale things like calves. I've managed to make my model fairly plus sized. I use the transform component on each body part to change the models shape in unity and I have presets for the component values of each but I'm wanting something that will apply those presets to each one automatically.
Ah, I see! I will consider making that next or find a similar tool if I found one. That shouldn't be too difficult, I think.
Is there a limit to how big you can resize those body parts, though?
@@ReForgeMode not from what I've seen. If you have discord, I could show you an example
I do have a Discord server you can join. Link is in the description. You can share it in Share Cool Stuff channel.
es genial todo lo que haces, muchas gracias por compartir tu trabajo¡
Translation: Everything you do is great, thank you very much fpr sharing your work!
Hehe, I'm glad I could help you! ☺️☺️
It seems like the model you mentioned for copying blend shapes doesn't have blend shapes setup for the eyeball movement. Is that right or am I missing something? Do I need to take it into Blender and setup the eyeball blend shapes.
Yes. That's why we rely on scripts for eye movement instead for more precision. Eye ball blendshapes are usually not needed for most vtubing software, but let me know if you need it.
@@ReForgeMode I'm testing using iFacialMocap, vroid model with ar52 blend shapes and vseeface. Your stuff has made it really easy to get going my only remaining hurdle is getting the eyeball movement to work.
@@SwanzoOh, that's quite rare for IFacialMocap to be mentioned here. I will see to it as soon as I can.
Very good! Can you create a video teaching how to create possitions as in Vroid Studio have? Thank you bro!
Positions? I'm not sure what you're referring to. Can you specify?
Hey there! In URP while using the SimpleURPToonLitOutlineExample shader, for some reason I'm unable to export using UniVRM. It defaults to default gltf textures, any suggestions on how to get around this?
Edit: I'm guessing I'd need to do my tuning in BIRP and then export to a URP Project that changes the materials.
Edit2: No idea why exporting doesn't carry over materials properly. Any insights? I've even tried just using the exact same model you use but exporting does not export the shaders.
Hello! By default, UniVRM can only export BIRP materials. This is because almost all applications that uses VRM models can't support URP/PBR materials. So if you want to export to VSeeFace or other vtubing application, it's better to use BIRP.
It can be assumed that because you're using URP, you just wanted to use your model in Unity. If so, exporting as custom package between projects will be a better choice.
@@ReForgeMode Got it! That's what I assumed. Thanks for the reply!
@@KyleLi No problem! Happy to help!
Im so happy!!! I can finally stick my tongue out and puff my cheeks but so much more too!!!!! AND IN VSEEFACE!!! No blender knowlege needed whatsoever. Thank you so much!
Glad I could help! Feel free to let me know if you need more help in the future!
How did you manage to make it work in VseeFace? I'm quite confused..
@@doggo04 It is done using NEB and then create the BlendshapeClips manually. VSeeFace can only use BlendshapeClips from UniVRM, instead of using pure model blendshapes.
I'm working to add this as soon as possible. In the next update, blendshapeClips will be added when you click Copy Blendshape.
@@doggo04 I use neb pro, but after you put both models in and finalize your blendshapes, the program tells you to go to your skinned mesh renderer.
Once you make sure that all the new sliders are in there, you go to your models blendshapes file, find the one with all the blendshape buttons (usually it's the 4th one and it has a grid). Create a new blendshapes, name it what you want, and all the sliders will be there.
All of the slider should be available on all of your blendshapes now so you can even edit your original ones.
could you please elaborate on this further? i'm having trouble bringing the blendshapes over to vseeface@@leyunalightwind
naaman god I'm such an idiot I didn't scroll the page to the side... thank you very much you are good thank you very much I follow you and I WISH you continued success. GOD BE WITH YOU...
Haha, thank you! I hope you enjoyed the tool as well and made great stuff from it! 😄😄
Hi there, thank you for letting us try out NEB Lite. After exporting the .vrm model, is it not compatible to open using VSeeFace? I'm getting this error :
Exception of type 'VRM.NotVrm0Exception' was thrown. If this is a VSFAvatar file, make sure it was exported from Unity 2019.4.31f1 and was exported to VRM format and reimported before being exported to VSFAvatar format.
Hello! That's because you're exporting your model as VRM1 from VRoid Studio. VSeeFace only works with VRM0. You will also need to use UniVRM 0.x, which I will update right now in Ko-Fi download. Please wait a bit.
Although, VSeeFace also seem to handle expression by using UniVRM BlendshapeClips, instead of regular regular blendshapes. This feature will be added in the next version.
@ReForgeMode hi there, thank you for your reply. A little update, i exported my model as version vrm 0, downloaded univrm 0.x and i was able to open it in VSeeFace but with limited blendshapes as you mentioned. No cheeks puffing, sneer, or moving jaws left to right.
do you need to use a specific version of unity?
No. This should work for all versions of Unity. But if you want to be safe, test it out first with the free version before you make the purchase of the pro version.
I tried out the free version and while it seemed to work relatively easy, I don't see any extra blend shaped in my blendshape folder, is this normal?
@@mizhammerfist Please use the BlendshapeClipMaker plugin included in the download before you export your model.
Super useful! I have been working on expanding the VRM 25 blendshapes into Metahuman/ ARkit blendshapes for UE5 and would love to ask some questions! Could I message you or email you about it? Thanks!
Sure thing! Though I am not too familiar with Unreal development. Feel free to contact me on our discord server or email!
Hi! Sorry to bother you! I used the tool to add the blendshapes to my model and it worked really well, but I was effected by the issue you mentioned where the eyes would no longer close all the way because of the model copied. I bought the pro version to use the calibration tool but I can't figure out how to make it look like yours and see the calibrations in real time? The scene focuses on the VITA model by default and the face doesn't change (for both mine and Vita). Pretty new to Unity so I understand if this is a silly one. Thank you.
Sure thing! Let's talk about it in our Discord forum!
Do you happen to have a guide like this on how to make the emote pack you released into Blendshapes for VRM? Or is there just noreal way to do so?
There will be an updated pack released soon with a complete way to implement it on your model. Stay tuned!
@@ReForgeMode omg you're the best. I just spent 3 hours trying to make it work. It kept saying I was missing a script and I wanted to throw hands with unity 😂 I'll look forward to it. Thank you so much!!
@@Athystreams Hehe, no problem! I'm making the final test right now before recording the video, so hopefully it can come out this week!
@@ReForgeMode ❤️❤️❤️❤️❤️❤️❤️ My hero
is it possible to customize the blendshapes that we copy in? to fix clipping and such?
Yes, but it's kinda hard to do with this plugin. I recommend checking my Expression Pack instead if you want to customize each individual expressions: ua-cam.com/video/0VftuPAM6HY/v-deo.html
@@ReForgeMode thanks for the reply! The reply and video were very helpful
Get the Plugin Here!
NEB Lite: ko-fi.com/s/ad2b08fa67
NEB Pro: ko-fi.com/s/c47de71369
To get the blendshape model, download it here:
Hinzka Model: github.com/hinzka/52blendshapes-for-VRoid-face
Disclaimer: I did sell NEBPro for 2.99$. But the basic version to copy blendshapes is free.
Thanks! Can it do oppai and buttocks resizing on the fly in an app?
@@OMNI_INFINITY It might be possible if the app is made with Unity or supports physics. Do try it out!
@@ReForgeModePlease ignore my earlier comment.
@@ReForgeModeSo the good news is that it seems to have worked and I was able to successfully copy the blend shapes. The bad news is that I can't export because I have this red exclamation mark that says "require version." But I thought the whole point of opening your project through Unity Hub was to force me to use the correct version? I'm so confused. Also, even though it copies the blend shapes, it doesn't copy them completely. In V-Roid studio, I had messed around with creating custom vowel shapes, and then tried making a version where all the vowel shapes were mouth closed for export. I assumed that in copying the blend shapes to my model, this wouldn't matter, but apparently things like vowels just won't do anything with my mouth. So I guess one thing that we need to look out for is that you should at least use the default vowel shapes. I made a separate copy with vowel shapes that I felt were more accurate to how my face actually looks I Think I'll use that one next time.
I used the 3D VRM0 project as my model was exported as VRM0. So the only thing I can think of is that somehow I ended up using the wrong version of Unity.
@@MrGamelover23 Huh, that's the first time I heard someone got version error. Please send the screenshot of the error to our Discord server so I can take a look.
As for the custom blendshape, I was not aware that VRoid Studio just outright ignore any custom blendshape during export... More reason to use my NEBPro then 😂😂
I followed your instructions and everything worked well. I exported a new VRM0. But my VTuber app doesn't recognize the model as a PerfectSync compatible one. Any ideas what can cause this?
And thank you so much for making this. It's sooo easy :)
Hey, thanks for checking it out! You just need to install the AddOn BlendshapeClipMaker, and put your model with the new blendshapes into it. It should fix everything!
A future update is being planned to make this process automatic. Stay tuned!
i feel so stupid asking this. how do i save each blend shape set up? like angry set up. happy set up..ect. separate facial expression ?
nvm i think i see...wow i missed that..lmao
Just click Set Up 😄
Dang it =/
I've got downloaded VRM characters that were exported optimized and then this method to add blendshapes won't work =/
I'm sorry for that. I haven't found a good way to do an optimized model yet with this tool, since the mesh would be different.
@@ReForgeMode yea.. that'll probably need more work.. I'll create similar character (in size), swap face mesh and than textures and after that copy blendshapes.. hope that will work =)
@@Shlizer Hmmmm... feel free to try it. But I don't think it will work.
The problem with Delete Transparent Mesh is only on the face of the character model. You can freely swap the model's body, but not the face. The face has to NOT be optimized for the blendshapes to transfer over.
I think the reverse will work better for your case. Create a new model with the face unoptimized, then swap that face mesh into your current optimized model.
So ive got blendshapes on my model but i cannot get vseeface to use the blendshapes
You need to use BlendshapeClipMaker tool that is included when you download the plugin on Ko-Fi.
Simply install it and put your model on it. That should do it!
it has to be vrm1 ? vseeface doesn't accept vrm0. Also after succesfully copied the blenshapes, it just doesn't do anything at all in vseeface, face barely doing anything, it is because it's vrm0 ?
NEB can do both, but VSeeFace doesn't accept VRM 1. If you want to use it for VSeeFace, you need to use VRM 0 model and generate the blendshapeClips by using BlendshapeClipMaker ua-cam.com/video/Q1_obTcE_uE/v-deo.htmlsi=gT6cQMhG1fyIsE3u
@@ReForgeMode this tool worked, thx
Glad to help! 😄😄
i can only export it as vrm 1.0 and because of it can't use it in VSeeFace
Make sure you are using UniVRM version 0.x when you download it from github. Version 0 only exports version 0 models, version 1 only exports version 1 model.
Can we get a "How to" on using the Oculus Lip-Sync in unity with a VRM model?
it's free and i been stuck for days... lol
Oh, I don't have any Oculus devices to test that out though... Is it just a program?
yeah its just a free tool provided by oculus for Unity. it is what vseeface uses. they have a package for it on the site. The problem i have when using it is that it is only moving eyebrows and not the mouth. so something is not getting mapped correctly. But i am new to all this and cant for the life of me get it to work.@@ReForgeMode
it was a conflict with vrm instance
@@DasEditAMV For most cases, I usually just disabled VRMInstance component. Right now its hair physics is a bit buggy.
Will I be able to use this with VRM0 models? And also export as VRM0 once this process is complete?
Yes you can! I tried using both VRM 0 and VRM 1. Though, keep in mind that the blendshape names are a bit different, so you might have blendshapes with different names doing the same thing when they are copied.
I'd say try it first with the free version before you buy it. Also, it's always better to re-export your model with VRM 1 if you created it using VRoid beta.
Thank you!@@ReForgeMode
hi sorry to bother, but when i went to export its not letting me export cause the blendshapesavatar* are null? do you have an idea why or how i can fix this? also besides that its so easy to use 10/10
nvm found how to fix it
I think it's because you didn't highlight the model in the Hierarchy Window before pressing Export, correct?
i have no idea, i just dragged and dropped the blendshape avatar into the blendshape proxy script and it fixed it. i think the new avatar just didnt go into the script whenever i put the new blendshapes in.
Hello! Please help! So I followed the steps but and checked my models blendshapes in unity to make sure they work BUT when I export (VRM 0.x), the blendshapes are not there. What am I doing wrong?!?!
Ah, you just missed the BlendShapeClipMaker step! It was an update after this video.
Simply download the BlendshapeClipMaker from Ko-Fi where you download NEB, install it in Unity, and put your model through BlendShapeClipMaker before exporting!
@@ReForgeMode I did that and the expressions still don’t work. When I go to the blendshape avatar file, I can see all of the key binds, but when I click any of them, nothing happens to the faces. Is it suppose to have a preview of the shapekey?
@@cutiecamera Hmmm, is there a new blendshape added at the very least?
As I said in the video, there is an issue that if you close Unity, you need to do Blendshape Copy again.
If you still have issues, let's talk about it in our Discord server so you can send me some screenshots.
can you please make a step by step tutorial on this entire setup? in the video half of the folders and files are different than what you have in kofi now and you keep jumping around and cutting information. really hard to follow as a beginner :(
Check out the more recent video on this channel for an updated setup. This video is a year old, and I have made various updates to add features into this plugin.
I saw you say VRM 1? Why not zero? What programs accept 1?
NEB supported both, but not transferring between different VRM versions.
I do prefer VRM 0 myself, but if VRoid Studio themselves support VRM 1, I don't see why I can't support it as well.
Thank you@@ReForgeMode Warudo and many other trackers do not support VRM 1.0.
@@Spookydigy I am aware. I think it has something to do with VRM 1 not supporting BlendshapeClips.
Hey bro. Pls do u know how to do the hair simulation ? I am trying to have some hair simulation on blender for example when they jump or run or walk but I don't know how to do that , pls help me , thx my friend
Unfortunately, I'm not familiar with hair physics in Blender, only in Unity. I think you can automatically use some VRoid import plugins and it will assign a physics joints to your hair on Blender.
Check this plugin out: github.com/saturday06/VRM-Addon-for-Blender
@@ReForgeMode thank very much
this is so weird, i did everything with vrm 0 that was needed and exported, but vseeface doesnt seem to recognize the new blendshapes, just works like it did without them. maybe i did something wrong when exporting because it required me to filll out the version information which i dont know what that means? I dont know what went wrong T.T
Install the BlendshapeClipMaker package from where you download NEB. Then put your model into it before exporting back to VRM.
@@ReForgeMode ah i didnt read that part, thank you so much for your reply!!!
@@prom6750 No problem! Let me know if you encounter any more issues!
PLEASE HELP! I've gotten the free and paid versions of NEB and it transfers the blendshapes no problem, but for some reason when I export the model as VRM0 the blendshapes aren't on the export. Is there something I'm doing wrong and is there any way to fix this? Thanks!
Sorry about that nevermind, just watched the latest video on the blendshape clip maker and it solved the issue I was having!
Hey, glad it works out! 👍👍
I can't seem to export it with the blendshapes... Am I missing something? I followed the steps to the letter
What seems to be the problem? Any error messages?
@@ReForgeMode No error messages, it exports fine. That's why I'm confused
@@RoanokeSan Right, this issue has been partially resolved in the Discord forum. It has something to do with VSeeFace requiring VRM 0 model from VRoid Studio export.
I'm working on adding BlendshapeClips right now when you copy blendshapes. Stay tuned for the new update on the shop page.
I wonder if I could get those expressions to work on a model I will port on Gmod… I hope someone knows if it’s possible.
Well, NEB plugin only works on models with the same amount of blendshapes. So if you have a vroid model as source and a non-vroid model as target, it won't work.
One of the workaround is to have your NEB-modified VRM model exported as FBX, which then you can then put into any programs without needed NEB again.
@@ReForgeMode well, the thing is, I wanna like… do it the other way around : Import the model to source with the blend shapes. Like… the vrm still didn’t make any contact with source. If it still doesn’t works, well…at least I would have tried.
@@maxtgth3fr13nd5 What do you mean with "make contact with source"? Yes, you can flip the source and target around. But it won't work if the two models have different meshes.
Dude I have no idea what I did but when I exported my model it just turned completely grey
Nevermind I think it was a shader issue
Yeah, grey/purple texture is always shader issue. This error does get more common recently. I might need to check out why it happened.
Man i wish there was a tool to generate blendshapes for a fbx model. The fbx model i have never came with face blend shapes.. Big sad. And not good at blender to make my own 😢
I think there may be some AI tools out there to do that. The problem is that facial mesh can differe so much between models. This tool can work because all VRoid models have the exact same mesh and vertex count.
@@ReForgeMode can you add mixamo animations to the vroid or vrm models? In unity?
Yes, as long as those animation was made with humanoid rig in Blender (biped, two hands, two legs, one head). I did this all the time with Mixamo animations.
please I really need help.
I followed all the necessary steps and I really wanted to use this resource for vtubing, but the software I use only accepts VRM0 and I don't know how to convert without everything getting bugged
First, you need to use the 3D VRM0 project template given when you downloaded NEB plugin. VRM0 project uses UniVRM 0 and only export your model as VRM0 models.
@@ReForgeModeSo first I use the model provided, and then move on to mine?
@@ReForgeMode ohhhh I understand now, sorry, I'll try again
Let me know if you need further help!
Nice
😄😄
what about additing blendshapes clips to blendhape folder?
That could be a good addition to this tool. I didn't actually interact with UniVRM BlendshapeClips at all. I only modified the original mesh blendshapes.
@@ReForgeMode ya i tested ur tool, work same like copyblendshapes script,saddly steel need to add clips it urself
@@ra4380 I could try to look into it in the next update. It shouldn't be that hard to add that nifty feature in.
@@ReForgeMode take ur time. also thanks for ur tutorial! big step for 3d vtuber community 💝💝
Hello! Thank you for posting your tutorials! I have used this to add blendshapes to my vroid based vtuber model, before I export it it shows I have completed the process, and that they are completely copied over from the sample 52 blendshape model, but after its exported and imported into my tracking software (VMagicMirror) it says that it doesn't support perfectsync still. It also doesn't work when I start tracking my face either. I don't understand why it is not working. I export the edited models before I close unity, so it should be fine, but its not. I don't know what could be wrong. If you see this, some help would be greatly appreciated, I don't want my time to go to more waste than it already has. Thank you again.
I think it has something to do with VMagicMirror using UniVRM BlendshapeClips rather than model blendshape. I will add this as soon as I can to both NEBLite and NEBPro. Stay tuned!
@@ReForgeMode Thank you so much, I definitely will! :)
Then save it into your Unity Project? You didn't show that part. What do you mean by that? Import the second model into Unity or drag the model into Unity assets? (i'm new to unity so bare with me)
Yes, just save it to your Assets folder. Or you could just drag the model to your Project Window in Unity.
If I reimport the model with blendshapes I already have, can I still use the Pro tool on it?
Yes, of course! In fact, while making my other tools, I often switch back and forth between Blender and Unity, exporting and importing VRMs in the process! It's no trouble at all!
So I bought NEBPro and I tried importing it like I did with NEBLite (bc that one worked) and now I get this error message
Assets\NEBPro\Editor\BlendshapeOrganizerEditor.cs(4,13): error CS0234: The type or namespace name 'VisualScripting' does not exist in the namespace 'Unity' (are you missing an assembly reference?)
basically I cant use it bc there are just 4 drop-downs that say "script" - "None (mono script)" and have this warning attached
The associated script can not be loaded. Please fix any compile errors and open Prefab Mode and assign a valid script to the Prefab Asset
I am in tears , help
Oh, hmmm... That's odd. I wil fix this right now.
In the meantime, make sure to delete NEBLite and NEBPro from your project files are reimport them again.
Let me know if this helps!
EDIT: This bug has been fixed as of 2024/01/23
Do you have plugin that will fix the hair uncombine in VRoid back to combine?
optimize VRM model will help lower gpu spikes down for models who has uncombine their hairs due to adding tail to their model or even wings/batwings and so on using the hair to add more stuff to their like extra custom expression using anime style texture units.
I'm not sure what you're referring to here. I think you're talking about optimizing mesh count when it's put into Unity, right?
Truth is, you can't. If you're planning on using Unity, using hair for everything is not advisable, contrary to popular VRoid tutorials.
I recently had helped someone who have 130K vertices because they had so many hair for particle effects. It will be better to use actual 3D objects in Unity than using hair in VRoid.
There are tools that can help you combine meshes, but that could risk losing the physics for the VRoid hair.
Hi! I followed all the steps in the video with the lite version and the same model for the arctic blend shapes (Hinzka) but for some reason it only copied 24 blend shapes to my custom model in total, though it said it copied all 150. Do you know why that is?
That's because you need to use BlendShapeClipMaker before export. It should be included in the list of files you downloaded from Ko-Fi 🧬
Ah thank you!!! However, when I try to import blendshapeclipmaker into unity, it gives me this notification:
Assets\NEBAddOn\BlendshapeClipMaker\Runtime\BlendshapeClipMaker.cs(323,20): error CS0246: The type or namespace name 'VRM' could not be found (are you missing a using directive or an assembly reference?)
Do you know how to fix that?
@@gachaperson1824 Make sure you are using UniVRM for 0.x model instead of the VRM 1 when you download it from github.
As far as I know, only VRM 0 was supported by most vtubing application.
You can uninstall the UniVRM from your project by deleting the folders.
Is there any way to the blendshapes to work with vseeface?
I'm not sure myself. I haven't tried it with custom blendshapes.
Supposedly, all 52 blendshapes should be needeed to work with VSeeFace face tracking.
You need a seperate facial tracking app on an iphone to act as your webcam to get the facial tracking working to that extent
@@TrickTheKick I'm not too familiar with VSeeFace, but the tracking should still work well with webcam tracking for VSeeFace. I will try this soon.
Help! I did the 3D 0.0 version everything fine but when i exported the vrm doesn't work in vseeface. So I tried the 1.0 version and when i put my model in unity it has shader errors and my model is white. I dont know what to do anymore ;-;
(Sorry about my english hope u can understand)
Hello! VSeeFace uses only VRM 0. So you will need to export your model as VRM 0 from VRoid Studio, open the VRM 0 template project in Unity, and export your model after you modify it using NEB.
You will also need to set the BlendshapeClips for all of your blendshapes using the new BlendshapeClipMaker included in your NEB download. My latest video is all about it: m.ua-cam.com/video/Q1_obTcE_uE/v-deo.html
Do these only work with iPhone?
iPhone or not is irrelevant. This should work for any VRoid model. This tool just modifies your model's data.
You should only worry about running in iPhone when choosing the right vtubing application for facial tracking.
@@ReForgeMode Yep sorry I didn't phrase it correctly, I meant when using the facial tracking software if the use of blendshapes only work with iPhones. Thanks for your reply!
@@Matobit No worries! I think you're still confused on what is a blendshape data. My answer is still the same.
Any vtubing application uses the same Blendshapes data embedded in a VRM model. From there, the vtubing application use either IPhones or Webcams to capture your real life facial expression and manipulate the blendshape values in your model to match your face.
The data in your model remains the same, whether you're using webcam or iPhone.
This plugin only manipulates the data in your model, regardless of any vtubing application you use.
In short, the data in your model doesn't care whether you're using iPhone or Webcam.
@@ReForgeMode Great, thank you!
I have problems exporting my avatar with the blendshapes and importing it into Vsee face: Itries the classic unity version recommended for Vroid editing (the 2019.4.31f1), I can export the model as vrm and vsf, but when I import it into Vseeface it has no hanatool blendshape; I tried instead the version you used for the tutorial, I can export the model as VRM, but I can't import it in Vseeface for some reason. I don't really know how to fix the issue
Yes, this is a known issue that should be fixed with an update several days from now.
The TLDR solution is that you need to have the Blendshape Avatar listing all of those new blendshape as BlendshapeClips.
You can try the newly included BlendshapeClipMaker plugin inside NEB download page. Or you can wait until the video explaining it come out several days from now.
@@ReForgeMode Great tool, please also help to make the tool copy the BlendShape name from the source. Otherwise we might have to manually change the name one by one to remove the prefix and change the first letter to capital.
@@weichen1 Thank you! The tool does copy the name of the blendshapes for both the Source and Target. Is there anything specific for the naming that you are referring to?
I see. I faced the same exporting bug and had to use the blendshapeclip tool for the transformation, this process will lost the blendshape name copy and all names will now have the default prefix that have to be fixed one by one.
@@weichen1 Ah, I see! So it's a name formatting issue then, since the original VRM model has names with initials like Fcl_MTH_Open?
What is your name convention if you are okay with sharing? I do find those names pretty annoying at times too. I am looking to replace them, but I don't know what names will work.
Can I trigger blend shapes via api?
I'm not sure which API are you referring to. Is it Unity API?
Hey , someone knows if i can use the tool with 0.0 vrm?
Hello! You can use this tool with either VRM 0 and VRM 1 model
@@ReForgeMode oh , thanks...btw love your work , hope you are fine ; )
@@LeonCabecaGrande Hehe, thank you! I am quite alright myself 😄😄
Hello! i have a question about one of the files, so i downloaded the template and tried to extract it but it said it was damage:(
what can i do about it?
Hello! I did check both NEBLite and NEBPro, both RAR files Unity VRoid Templates are not damaged or corrupted. There might be an error during your download, like an unstable connection or browser plugins for downloading being finnicky. Try to download it again using different connections or different browser and see if it works.
@@ReForgeMode Alright, thank you!! i'll update you if it works or not, at the moment my time right now is 1 am in the middle of the night so i need some sleep😭 but thank you again!
@@sshikigamii.8321 No problem!
@@ReForgeMode Hello, ive tested it again and it still says "unknown format or damaged rar error" :(
@@sshikigamii.8321 Alright. Have you tried extracting it with WinRAR?
It don't work for me... it appears that the problem is that, despite creating the shapekeys, none are added on the model blendshape proxy, so the compatible programs don't use the new blendshapes at all. I can slide manually in blender on data properties with face selected, but there was none on proxy section.
Please install the BlendshapeClipMaker package included in this download and pass your model through it before exporting. This is explained through a follow up video after this one.
@@ReForgeMode Well.. program now creates the blendshapes on the proxy, but still no response from Dollars or any other mocap that uses the 52 ARkit expresions. I'm using pre-1.27 models, post 1.27 models and all configs I can think of.
@@ReForgeMode I finally identified the problem, EDIT: It's not the order or names it's just that the converted model have lower cap first letters on blendshape proxy names. This alone screws all.
@@Elfproject8888 Oh, I didn't know that the blendshape names are case-sensitive. So it has to be all uppercase?
@@ReForgeMode It works when I manually type the first letter on uppercase on the blendshape proxy names.
Does it matter which version of Unity your doing it in? I notice you are using Unity version 2022.
Later versions and earlier is fine, as long as you're not as far back as Unity 5 or like Unity 2018 or something.
@@ReForgeMode I'm having a slight bug. I followed all of your instructions in the video but I got the error about Delete Transparent Meshes despite disabling it before rendering the vrm. I also have an odd error at the bottom of Unity saying ArgumentException GetBlendShapeFrameVertices() output arrays size must match mesh vertex count.
This is happening on both the Pro and Lite versions. My model is from the Beta Vroid studio but the video says that shouldn't matter.
I tried using your Unity 3d Project as well as creating a new one using versions 2022.2.6f1 (the example project) and 2021.3.29f1
Any help would be appreciated.
@@NekroVaniaI assume you did uncheck the Delete Transparent Meshes option in VRoid before exporting?
I highly recommend opening your VRoid beta project again in the latest VRoid Studio version to convert it to the recent blendshape model. Then you can either choose to export as VRM 0 or VRM 1.
There is a slight difference in Mesh count on VRoid beta. Let me know if that helps!
@@ReForgeMode Hello I am also dealing with the same issue as the original commenter. If I'm correct its not possible to import a model from the beta into the new Vroid studio unless you have the VROID file? Is there a way to get that so I could export it from the new vroid studio? any help would be appreciated. Thank you.
@@ReForgeMode Nevermind! XD i took your advice from this comment and it worked! thank you!
can you make a tutorial video for a vroid model to have no eyes, aka a H-Protagonist haircut.
You mean... as in hiding the eyes behind hair bangs or hiding the eyes as mesh manipulation?
I think I can sort of create a blendshape for that. It could be interesting.
Take my money!
Haha, I will take it and make an even better tool in the future! 😄😄
@@ReForgeModeThe fact that you're only charging like $3 for this is amazing. I'll try the free version tomorrow and let you know how it goes.
@@MrGamelover23 Haha, it's just a small tool for everyone to use. I don't see how making it more expensive will help anyone except myself. Hehe 😄😄
Bro 2.99 USD for this is a crime-
Hehe 😂😂
@@ReForgeMode ps already bought it-
No offense, but mixing dude video with cute anime girls is an awkward combo.
Eh, I've seen rule 63 vtubers before. Plus, you do get more clicks with girls on the thumbnails.
And it's not like my tool is not legit.
"tool". LOL. It's mainly that when a male sees a cute girl, there is an anatomical response and then when there is another male in the room the anatomical responses get a little confused. Maybe asians are used to ktv. @@ReForgeMode
what?
It's not. If your dirty mind immediately find it strange it's probably because you are thinking of gross things