If you are having an error when exporting external data (textures) The solution is that you have to save your progress first. Then when exporting the textures it will go to the place you save your work. Spended hours trying to figure why the error was happenning and it was something so small....
Even when I saw this comment, and saved it onto a folder on my desktop, after clicking "unpack resources" it says "no packed files to unpack". What have I done wrong?
WOW!!!!! THANK you so much for that video!!!! I have tried so many ways, but everytime, my textures were lost. Your way works at least!! You're my absolute heroine!!!!
Thank you! Thank you! Thank you! I have tried doing that for two weeks now, been digging every guide but so many problems. Yours works great! And thanks for the code and the explanation too😄
please please please take all my love. I spend hours with headaches and mental breakdowns over exporting my in blender edited VROID Model with textures, and nothing worked. I read somewhere that the shaders don't work with blender and i need these principled ones, but I couldn't find something helpful on google, especially for a noob like me. I wish i found this video before my rages haha This helped so much, thank you!!
Actually, the fastest way is to put vrm file in Unity (through UniVRM) and exported to FBX from Unity (through native FBX Exporter). This process will extract textures automatically.
Thank you for the tip! Will try that today, as I remember that a few of my friends had trouble getting it to work. Which versions of Unity and univrm would you recommend? For this tutorial especially we used Blender, because people wanted to make changes in Blender to their .vrm models, but the vrm export there, even with the CATs plugin didn't work. So we decided to find a way to at least get their model out of Blender as an fbx, that could after be transferred back to .vrm format in Unity. :) (I know super complicated, but we didn't find anything better as of yet :/ )
@@LadyAska I just use the latest version. VRM-0.104.1_4a9b. When importing vrm file into unity, it offers an option to extract materials and textures, do it. Then after exporting FBX, you need to remap the extracted materials to the fbx file in the import settings so that the fbx asset can have proper materials in Unity (it is very easy because the slots names match the materials names perfectly).
@@shimmery1210 This is the part Im having issues with even with another tutorial. Do I need the 2019 version of Unity or does the newest one work for you?
Yeah, I am still working on something for Unreal. (as a lot of people want to switch over) But I think I will only fully get to it after moving. Good news though is that VROID themselves are working on a SDK for Unreal directly atm.
Thanks for explaining the manual process! The script didn't work for me (I might have the wrong version of Blender), so knowing how to do it manually is really helpful!
muchas gracias enserio, al intentar exportarlo antes solo se exportaba la cabeza y sin texturas, con tu video ya quedo bien solucionado hasta me exporto el cuerpo entero y con texturas :;3333
@@LadyAska Dear, LadyAska. Thanks for your amazing script. Today I got an error. Because, I changed my Blender 3.0 -> 3.6 LTS. --------------------- Python: Traceback (most recent call last): File "E:\3dWorks igging_practice.blend\vrm-to-fbx.py", line 23, in IndexError: tuple index out of range -------------------- I clicked menu "File->New" again. After then it solved! Your scripts running well again! Some people may need this solution.
Hey i really need help with with exporting the model whatever I try i just fail. When I export vroid character I'm not able to export the texture of model :( and yes I'm keeping path mode copy ( and it happens with other glm or obj file formats too ) PLEASE HELP
Hello! Did you follow the manual setup to link the textures before export? In case you don’t actually need the fbx file, you can also try to save the blender file, open that directly in Unity and then export it again over the univrm plug-in in Unity. (Just don’t forget to set your materials manually to MToon, because vrm only supports this shader)
If you aren't using the steam version of Blender, try to repeat it with that. I had another case were (for some reason) the regular version wasn't able to unpack the textures.
Vroid may be a good point to start, but you should check with the creators of Vroid Studio first, if they allow their models being used for games. Especially if it's something you want/need to sell upfront. (like if it's a comission) If it's for personal use/educational, you should be good. A safer and higher quality option would be to use copyright free base models for Blender and customize these, in my personal opinion. But that's up to you. Best of luck with your project! :)
hi, great tutorial and script for the automation, thanks! Do you also have a solution for retaining the spring bones of the vroid models for use in unity but in fbx ?
Hey! There is another tutorial here on UA-cam that recommends to use mixamo to add new bones to the model. Maybe that could help you. ua-cam.com/video/18-cJ9_t9KU/v-deo.html
Hey, everytime I do this, the exported version loses the color of some itens, like black skirt that turns pink, or a part of a clothe that changes color as well. Any ideas?
If you are loosing the color, then it depends where you sre loosing it. Right after export, when you open up the models preview? If yes, then check the connections for the colors on the items where they are missing and if needed, correct them manually. If it only happens after importing it into Unity, then you would have yo unpack the textures/,matero first. You would click on your imported model (at the bottom assets) and on the right, in the inspector select the tab "materials". Here you can select to load up the stored materials (I usually use the legacy option) and apply. If that still doesn't apply the matero back, they should at least be loaded now and you could reapply them manually. That's everything I can think of, from the top of my head.
@@LadyAska thanks a lot! It happens as soon as I run the script, and I noticed it only happens to the itens that I changed the color by only changing the base color from the shader in vroid, so the only way around was to go back to vroid and manually change the colors using Photoshop instead 😢 But thanks a lot for the answer and for the video as well, big help!
Hi so I’m having a bit of a problem I created a model in vroid as a base and alternated some parts in blender it let me import the base model but not export do you know what the issue might be?
You can't export from Blender as a vrm., so your best bet is to export it via .fbx (sometimes even the blender file itself will work) and put it into Unity. From there you would have to export it over the univrm plugin. But remember, that .vrm is a limited format. You likely will have to change the shader to MToon manually on all your materials and at times you also have to make some other adjustments, to get it to work again as a .vrm. But I hope this helps you for the beginning :)
@@LadyAskaok another thing unity isn’t working for some reason I downloaded the 2022 version and editor and I still can’t open a project because it says it’s not connected to unity cloud and I’ve tried it’s says it does but it soon the project page do you know what that could be
@@cookiekai I have to be honest, when I say I really don't know. I never had any trouble downloading and using any version. I usually use the Unity Hub for it, in case that may be a lead for you. Sorry that I couldn't help in this case.
Hi there. Thanks so much for this tutorial. Everything is working great except when I import the FBX from blender to maya, the transparent textures do not seem to get recognized automatically by maya, thus the transparency is non existent on these materials (eyebrows etc) any idea as to why this might be. The textures look as expected in mixamo so it might be something with maya
Sounds like something could be up with maya, sadly we can't test these on all platforms. I remember having the biggest problem with the eyebrows as well, but don't remember now, how I fixed that. If you find a workaround for it, let us know and help others who may have the same problem :)
The newest Blender version totally messed up the vrm/glb import. So this is already one problem we know about.. There are honestly so many reasons, why this could happen to you, because the plugins are pretty old (all things considered), so you always have to downgrade Blender (or other programs), to make these work.
I don't know why but, every time I try to unpack resources, it always says "Error creating file: textures\_01" all the way to 28. I have tried updating blender, re-exporting the vroid model, reimporting the model into blender, but none seem to work. Do you have any ideas? Also when tried to unpack it again after failing, it tells me "there's nothing to unpack". I've checked the Blender folder made in "C:\Blender" but there's nothing in there.
Ok, try the following: If you are using the steam version of Blender, try the standalone version or vice versa. It works on both apparently, but at times one just works better than the other for some :/
@@santoshernandez9663 thanks, it worked, I've been sitting here for the past 5 hours trying to figure it out and all I needed to do was save it first 🤦♂ @Lady Aska Please add it to the description to make it easy for others to know
Remember, if the script doesn't work, you can always do it manually. (like everyone had to do it in the past too) It may take more time, but you will get the same results and can finish your project regardless.
Yep, there should be a link in the description for the discord. Did you try to put the textures manually already? (just to see if it would work otherwise)
I am having this problem were everytime I try to unpack resources it's says "image error" something like that I thought it wasn't a problem but when I looked in my files my textures weren't there.
Hello! A lot of people get this problem and I sadly can't tell if its a Blender issue or if other factors come in here as well. What helped some, is to use rhe 'other' Blender Version. So if you are using the Steam version, try the standalone version and vice versa.
I had one other person telling me they had the same trouble and I recommended to them to use the steam version of Blender. I don't know if that actually fixed anything for them, but it's worth a try. If this doesn't work, try to create a folder called "Blender" under your C:/ drive and see if that fixes it. Basically Blender can't seem to find an appropriate folder to export the textures into.
Ok, so the main idea is, that you unpack the Vroid textures and then the script applies these in a way that make them ready for fbx export. If you used custom textures later, you should probably use the manual way, to make sure the correct textures are apllied. (this could also be a problem with the texture export, where it doesn't override older textures and is using some defaults it found in the designated folder) The script is not smart enough to tell the difference.
The export step? Look through the comments on the pinned comment...I remember someone found a solution for this problem. (Just not sure if it was there or in another random comment)
Hi, m'lady. I'm here to report that the video actually kinda work, and I managed to export my VRM to Unity by FBX format. Thank you for the video, I'm super grateful 🥰 If you read my comment (like other comments down here), I'm wondering if you know any other way of importing VRM from VRoid Studio to Unity without using UniVRM. That plugin doesn't support Universal Render Pipeline, so I'm reluctant to use it :(
I am glad to hear that. :) Enjoy your model! Sadly we only have the univrm plugin atm to import vrm's into Unity. But if you don't need Unity and could do the same in another program (like Unreal Engine for example), maybe their vrm plugins are supportive. The more I dig into stuff, the more I see our current limitations as well, sadly my current PC setup, is just not able to dive more into anything else then Unity. Hopefully I can upgrade in the future and expand all this a little bit. I hope that helped :)
@@LadyAska Thank you, M'lady. I've been working on a game using VRM, and your videos help a lot. You'll hear something from me again if I manage to complete it, but if I don't, well... too bad :(
What error are you getting and did you check the comments section here already? (I remember someone had a solution for people who had trouble exporting textures)
So you tried the manual way and it still didn't work? (not even on a single texture?) Did the export of the texture working for you or is the problem at the moment of attaching the textures?
@@LadyAska hey, thanks for the answer! I had to take a break from VROID, but I just got back yesterday and I tried this again, and it worked, so thank you so much!!!!!
@@LadyAska Sorry for just getting back to you! I wasn't expecting such a fast response! I've been scouring the internet for an answer haha. I used blender (steam version) just like in your tutorial
@@SophieHesper So you have this ball covering your body in Unity or in Blender? (Feel free to contact me over discord with screenshots) my name there is “ladyaska”.
This should theoretically also move the rig over, though as of this week, I have huge problems to export in fbx to test it properly. I saw other tutorials tha suggest to rig the fbx with something like mixamo after and while that worked for me in theory, I was unable to download the rig after, due to a naming error. So atm, I am unable totest any of that, unfortunately, to answer your question withh 100% certainty.
@@LadyAska it would appear the best bet is rigify once its in blender. then it will allow for the rigging of the hair, breasts, or even a tail. also adds inverse kinematics then.
I really hope you see this, I do everything the video says to do perfectly but when I export it (the path mode was on copy and the box next to it was checked) the avatar comes out all white with red spots please help I've been trying to do this for like 10
Did you try the manual way or use the script? (and if you used the script, did it actually work) You can check that, by checking if the connections between the nodes were actually created. If that wasn't the case, make a test by doing one color (something big like the body or hair for example) manually and then export as shown in the video. If that works, than you would just repeat it manually and the script didn't work for you (it happens)
And that is happening to a freshly exported Vroid (.vrm) model? If you want to import an .vrm, you can also try the vrm plugin for Blender. (just google "vrm plugin Blender") While this let's you import the vrm, it won't let you export it (at least never worked for me) , so the rest would still apply.
Hmm. Yeah even with a fresh vrm and the plug in that the rig just isn't bound to the model. Maybe I'm doing something wrong in vroid. I tried with my old go to 2.83 but also downloaded the new 3.3 blender. The bones don't look weird any more, but there's still no weight.
Check if your Blender has the right format already available for import. Sometimes you have to go into properties to activate that. If all fails, you can download the .vrm plugin and import your model as is, without changing the extension name. (also has to be activated in the properties though)
Hey, guys! I updated to blender 4.0, and it stopped working. The character looks very weird with lots of huge balls on it when imported. Do you think is because of the update?
Hello! It is because of the update. From a professional, we got the hint, that you guys should further use the here recommended version. (regardless of what you are doing in Blender btw) Version 4 upwards has problems with the .vrm and .glb format in general at the moment. (the plugins don't work correctly anymore etc.) If you are able to get the older standalone version , we highly recommend that.
so it works up until the point where i click the play button to execute the script, i'm using windows, and the steam version, it gets hung up on line 25(previously it was getting hung up on line 23) i did everything else correctly. any idea?
Did you execute the script twice? (for some reason it only works on the first run) About the other error, I will actually make a test now, to see if the newest Blender Version is messing something up
First you would have to figure out, for what the shape key is actually for. To use the iphone tracking you have to follow specific names. I would recommend the 52 Blendshapes tutorial from Argama Witch, as, if I remember correctly, she did all of the keys by hand, instead of using HanaTool. Simple .vrm models on the other hand just have keys for A, E, I, O, U, blinking and neutral. (the other ones aren't actively used, to my knowledge)
Which version of Blender are you using? Would love to troubleshoot and see if an update really messed something up. :) Feel free to message me on Discord as well: LadyAska#9174
Btw, just tried it myself with a freshly exported model and it works fine...I assume you enabled that you can actually edit extensions and not just renamed the file .glb, but it sill has the .vrm extension?
You could either delete the finger texture, which makes them "invisible" or delete it in Blender later and make full adjustments on the mesh itself. Though for a beginner,I recommend deleting the texture only. You would do that on the body texture itself in Vroid...the fingers are located at the bottom. :)
I tried using Blender on Mac OSX non-steam version and it gives me error when i unpack the resources i tried the steam version and it gives me an error when i run the script It's because I'm on a Mac? can anyone knows how to fix this? Thank you in advance
Thanks for this! It really worked! But there is a problem, I followed every steps but in the end the eyebrows and eyelashes are not forming property 🥺.
When you say "animate", what do you mean exactly? For normal Vroid models, we have a few set shape keys/Blendshapes, that can be triggered. With ArKit(applied for example with HanaTool) this can add 52 more of those, to free advandes tracking, where these shape keys Blendshapes get triggered in real time, when you move your face. (possible with a face id capable iPhone) For animations or your own expressions, you can create these Shape keys yourself in Blender. There should be a bunch of Blender tutorials online how to create these, for different avatar types.
It’s under the GitHub link! There should be a “show code button” and there is the script to download, which contains the code. If you can’t find it, message me on discord directly (ladyaska) and I’ll send it to you :)
@@KnotaAlive Try to use the steam version of Blender (and if you got that one, try it on the standalone version) For some reason it works only of one of the two (for some people) Since I can't tell which one you are using, try "the other one" and follow the tutorial and for 95% this solved the problem.
Yes! The reason be, that the textures didn't get attached properly during the execution of the python script. (which depends on the location of your textures mostly) Or you forgot to change to "copy" on Export and activate the box to the side, which embeds the textures in the first place. So to check on that, you can follow up with the second part of the tutorial, that shows the "manual" way. You can check until which part the python script was executed, as certain things would have to be either deleted or attached/unattached. I would actually appreciate if you could tell us, at which state your shader nodes are with that avatar, before you try to export it. Then we can fix the python script accordingly. We tested in total with 3 different people on 3 different setups, but there is always something that can go wrong or is different for another user. :)
@@LadyAska Thanks for the reply! I followed manual directions and now the textures are showing in texture view and look normal. But in shader view the model looks like it's glitched out/transparent. Is there a fix for this. Is there a way I can send you a pic of what I'm talking about if that helps?
@@stamzthehuman897 You could hop on the Discord and just pm me over there and send me a friend request (you can hop off the server after...but it makes sending screenshots and stuff easier) :)
The only time we had an error, was when we tried to run the script multiple times. (sadly without knowing what you did exactly, it would be hard to recreate the error) Could you specify a bit more and tell me which version you used?
@@gamerthem5063 Ok, I just ran a test, because multiple people had the same problem. I need more information to figure this out, because for me, a freshly exported model (so newest Vroid version), exported in the way, I said it whould be exported: worked just fine. So I have to assume you have a different problem. Can you tell me where Blender is storing your texture files?
First: Does this happen always when you run the script? Second: Can you tell me the error in detail? (copy it here) Otherwise I can't know what the error is referring to. Thank you
@@ReeksofChees3 Awesome! Thank you for the follow up. For some reason sometimes the non-steam version works better for some. (and for others it's the complete opposite, but for different reasons ) Glad you got it to work!
I saw this as well and have honestly no clue. Every time I tried to export anything, I only get a bee model(replacement) even though, all textures look attached. Haven't tested the manual way yet and if the same happens on an older version of Blender. There is no shame in going some versions back, because their updates aren't 100%. So I recommend trying it with the version that was used here and see if it makes a difference.
@@LadyAska I think I read something that things in the scripting had changed since blender 3.x or somthing. Which means that older scripts will no longer work with the newer versions of Blender.
Yeah, if you use the updated Blender version from steam for example, it's messed up. If you can, please revert back to the version used in this video. The new version is literally incapable to import vrms.
I came here from another video that was using your script (the video in question: ua-cam.com/video/24E3R-gERWE/v-deo.html) because I got the [Python: Traceback (most recent call last): File "\vrm-to-fbx.(py", line 23, in IndexError: tuple index out of range] error and I noticed that you are using an older version of blender (3.1.2 vs 3.3 as of today) that is not available to download anymore. I was wondering if the update broke the script in some way? I also put the texture folder in the same place as you,only ran the script once, and tried both the steam and non-steam versions. Edit: looks like I can download an older version so I'll try that later and update.
Awesome, thank you! I tried it with the newest version as well...and thought it was maybe the problem of people having different setups (like installed on another Drive etc.)...but I never got the error and multiple people, after the problem popped up, were still able to use it without a problem :/
Python: Traceback (most recent call last): File "\vrm-to-fbx.py", line 29, in AttributeError: 'int' object has no attribute 'outputs' bpy.ops.text.run_script() Python: Traceback (most recent call last): File "\vrm-to-fbx.py.001", line 23, in IndexError: tuple index out of range This is what error i get when i run the script....
@@emmie2129 I think this has something to do with the version of blender. I had the same error. It works in blender 3.3 try with a new project and save the project to the default location. It It doesn't work for me in newer versions.
If you are having an error when exporting external data (textures) The solution is that you have to save your progress first. Then when exporting the textures it will go to the place you save your work.
Spended hours trying to figure why the error was happenning and it was something so small....
pinned! Thank you so much for sharing! :)
THANK YOU SO MUCH, OMG I WAS STUCK ON THAT FOR A HOUR!
I shoulda checked the comments earlier.
Thanks so much, I was about to give up ToT
Even when I saw this comment, and saved it onto a folder on my desktop, after clicking "unpack resources" it says "no packed files to unpack". What have I done wrong?
@@lunagardvonbingen skill issue honestly
Extremely helpful. I'm gonna use this to use Vroids as NPCs in Unreal 5. Thanks so much for your help!
You are welcome!
Have fun with Unreal 5!
(not many people use this yet with Vroids, but it's definitely possible) :)
WOW!!!!! THANK you so much for that video!!!! I have tried so many ways, but everytime, my textures were lost. Your way works at least!! You're my absolute heroine!!!!
Thank you! Thank you! Thank you! I have tried doing that for two weeks now, been digging every guide but so many problems. Yours works great! And thanks for the code and the explanation too😄
I am so happy to hear that! :)
please please please take all my love. I spend hours with headaches and mental breakdowns over exporting my in blender edited VROID Model with textures, and nothing worked. I read somewhere that the shaders don't work with blender and i need these principled ones, but I couldn't find something helpful on google, especially for a noob like me. I wish i found this video before my rages haha
This helped so much, thank you!!
I am so glad it helped! :)
Actually, the fastest way is to put vrm file in Unity (through UniVRM) and exported to FBX from Unity (through native FBX Exporter). This process will extract textures automatically.
Thank you for the tip! Will try that today, as I remember that a few of my friends had trouble getting it to work.
Which versions of Unity and univrm would you recommend?
For this tutorial especially we used Blender, because people wanted to make changes in Blender to their .vrm models, but the vrm export there, even with the CATs plugin didn't work.
So we decided to find a way to at least get their model out of Blender as an fbx, that could after be transferred back to .vrm format in Unity. :)
(I know super complicated, but we didn't find anything better as of yet :/ )
@@LadyAska I just use the latest version. VRM-0.104.1_4a9b. When importing vrm file into unity, it offers an option to extract materials and textures, do it. Then after exporting FBX, you need to remap the extracted materials to the fbx file in the import settings so that the fbx asset can have proper materials in Unity (it is very easy because the slots names match the materials names perfectly).
@@shimmery1210 This is the part Im having issues with even with another tutorial. Do I need the 2019 version of Unity or does the newest one work for you?
@@unicornmilk6158 I belive Unity 2021 will be alright.
This was absolutely life.
Porting vroid to unreal is the biggest hassle.
Yeah, I am still working on something for Unreal. (as a lot of people want to switch over)
But I think I will only fully get to it after moving.
Good news though is that VROID themselves are working on a SDK for Unreal directly atm.
Thank for your the script. Was reading about texture issues and BSDF stuff.
I am glad it helped! :D
Crysalis THE ABSOLUTE GOAT
Thanks for explaining the manual process! The script didn't work for me (I might have the wrong version of Blender), so knowing how to do it manually is really helpful!
Glad it helped you, even if the script wasn't working for you :)
You Need Python 2.8.2
More great tutorials!!! Thank you so much.
Thank you! I really hope it's useful to some. We worked really hard on it this time :)
@@LadyAska I need to create an 3D anime game is the best way to created from VRoid or blender because I’m bad in 3D modeling
muchas gracias enserio, al intentar exportarlo antes solo se exportaba la cabeza y sin texturas, con tu video ya quedo bien solucionado hasta me exporto el cuerpo entero y con texturas :;3333
Your script is amazing! Thanks!!!
You are welcome :)
@@LadyAska Dear, LadyAska. Thanks for your amazing script.
Today I got an error. Because, I changed my Blender 3.0 -> 3.6 LTS.
---------------------
Python: Traceback (most recent call last):
File "E:\3dWorks
igging_practice.blend\vrm-to-fbx.py", line 23, in
IndexError: tuple index out of range
--------------------
I clicked menu "File->New" again.
After then it solved!
Your scripts running well again!
Some people may need this solution.
Thank you so much!!! :D
It really worked!
I've been struggling with this problem for days, finally found a solution here!!😆
So glad to hear that 😊
Thank you so much, I can't wait to start my own series
Happy to help :)
Good luck with your own project!
Thank you so much for the tutorial and the bat wings!
Glad you like them! :D
excellent script and very good tutorial, thank you very much.
Glad you found it useful 😊
It works! Thank you!
Glad to hear it! :)
Does work thank you soooooo much!!!!
You are welcome, glad it's working for you 😊
太感謝您了!可以直接省去好多麻煩,好讚❤
Thank you for making this tutorial
You are super welcome! :)
marvellous...
Hey i really need help with with exporting the model whatever I try i just fail. When I export vroid character I'm not able to export the texture of model :( and yes I'm keeping path mode copy ( and it happens with other glm or obj file formats too ) PLEASE HELP
Hello! Did you follow the manual setup to link the textures before export?
In case you don’t actually need the fbx file, you can also try to save the blender file, open that directly in Unity and then export it again over the univrm plug-in in Unity.
(Just don’t forget to set your materials manually to MToon, because vrm only supports this shader)
hai, i can view the character but when i use unpack resources , it says error.
hopefully you can help..
If you aren't using the steam version of Blender, try to repeat it with that.
I had another case were (for some reason) the regular version wasn't able to unpack the textures.
I need to create an 3D anime game is the best way to created from VRoid or blender because I’m bad in 3D modeling
Vroid may be a good point to start, but you should check with the creators of Vroid Studio first, if they allow their models being used for games.
Especially if it's something you want/need to sell upfront. (like if it's a comission)
If it's for personal use/educational, you should be good.
A safer and higher quality option would be to use copyright free base models for Blender and customize these, in my personal opinion.
But that's up to you.
Best of luck with your project! :)
hi, great tutorial and script for the automation, thanks! Do you also have a solution for retaining the spring bones of the vroid models for use in unity but in fbx ?
Hey!
There is another tutorial here on UA-cam that recommends to use mixamo to add new bones to the model.
Maybe that could help you.
ua-cam.com/video/18-cJ9_t9KU/v-deo.html
Hey, everytime I do this, the exported version loses the color of some itens, like black skirt that turns pink, or a part of a clothe that changes color as well. Any ideas?
If you are loosing the color, then it depends where you sre loosing it.
Right after export, when you open up the models preview?
If yes, then check the connections for the colors on the items where they are missing and if needed, correct them manually.
If it only happens after importing it into Unity, then you would have yo unpack the textures/,matero first.
You would click on your imported model (at the bottom assets) and on the right, in the inspector select the tab "materials".
Here you can select to load up the stored materials (I usually use the legacy option) and apply.
If that still doesn't apply the matero back, they should at least be loaded now and you could reapply them manually.
That's everything I can think of, from the top of my head.
@@LadyAska thanks a lot! It happens as soon as I run the script, and I noticed it only happens to the itens that I changed the color by only changing the base color from the shader in vroid, so the only way around was to go back to vroid and manually change the colors using Photoshop instead 😢
But thanks a lot for the answer and for the video as well, big help!
Hi so I’m having a bit of a problem I created a model in vroid as a base and alternated some parts in blender it let me import the base model but not export do you know what the issue might be?
You can't export from Blender as a vrm., so your best bet is to export it via .fbx (sometimes even the blender file itself will work) and put it into Unity.
From there you would have to export it over the univrm plugin.
But remember, that .vrm is a limited format.
You likely will have to change the shader to MToon manually on all your materials and at times you also have to make some other adjustments, to get it to work again as a .vrm.
But I hope this helps you for the beginning :)
@@LadyAskaok another thing unity isn’t working for some reason I downloaded the 2022 version and editor and I still can’t open a project because it says it’s not connected to unity cloud and I’ve tried it’s says it does but it soon the project page do you know what that could be
@@cookiekai I have to be honest, when I say I really don't know.
I never had any trouble downloading and using any version.
I usually use the Unity Hub for it, in case that may be a lead for you.
Sorry that I couldn't help in this case.
Hello, I get an Error when I try to unpack the resources to write over the existing files. Any advice on how to fix this issue?
Are you using the steam version of Blender?
(and did it work once already?)
Try to create the C:/Blender folder as well and try again.
Hi there.
Thanks so much for this tutorial. Everything is working great except when I import the FBX from blender to maya, the transparent textures do not seem to get recognized automatically by maya, thus the transparency is non existent on these materials (eyebrows etc) any idea as to why this might be. The textures look as expected in mixamo so it might be something with maya
Sounds like something could be up with maya, sadly we can't test these on all platforms. I remember having the biggest problem with the eyebrows as well, but don't remember now, how I fixed that.
If you find a workaround for it, let us know and help others who may have the same problem :)
@@LadyAskaI just assigned the texture png as the file for the alpha for the maya material. It's an easy fix just a little annoying
my bones dont seem to work when i do this which is fine i can put the bones in myself but idk why it dont work
The newest Blender version totally messed up the vrm/glb import.
So this is already one problem we know about..
There are honestly so many reasons, why this could happen to you, because the plugins are pretty old (all things considered), so you always have to downgrade Blender (or other programs), to make these work.
It gives me an attibirute error when i run the script: AttibiruteError: 'int' object has no attibirute 'outputs'
Are you using the blender version 3.1.2?
(It doesn’t work with newer versions, because of done changes that were made)
I use Blender 4.0@@LadyAska
I don't know why but, every time I try to unpack resources, it always says "Error creating file: textures\_01" all the way to 28. I have tried updating blender, re-exporting the vroid model, reimporting the model into blender, but none seem to work. Do you have any ideas? Also when tried to unpack it again after failing, it tells me "there's nothing to unpack". I've checked the Blender folder made in "C:\Blender" but there's nothing in there.
Ok, try the following:
If you are using the steam version of Blender, try the standalone version or vice versa.
It works on both apparently, but at times one just works better than the other for some :/
@@LadyAska I am not using the steam version. It worked once. after that, I kept getting error creating file: texture\_01
I am having the same problem, were you able to get it to work?
@@joleigh819 try saving the blender project first
@@santoshernandez9663 thanks, it worked, I've been sitting here for the past 5 hours trying to figure it out and all I needed to do was save it first 🤦♂
@Lady Aska Please add it to the description to make it easy for others to know
It gives me an error when I try to unpack the resources, says "error downloading" or something like that, I really need help!
Line 23 fails on both the steam version and normal 3.1.2 version. I don’t know what to do, I’ve tried every version and nothing works
Remember, if the script doesn't work, you can always do it manually.
(like everyone had to do it in the past too)
It may take more time, but you will get the same results and can finish your project regardless.
I cannot get this to work, I have textures put the mapping will not export even with python code.... Is there a discord?
Yep, there should be a link in the description for the discord.
Did you try to put the textures manually already? (just to see if it would work otherwise)
I am having this problem were everytime I try to unpack resources it's says "image error" something like that I thought it wasn't a problem but when I looked in my files my textures weren't there.
Hello! A lot of people get this problem and I sadly can't tell if its a Blender issue or if other factors come in here as well.
What helped some, is to use rhe 'other' Blender Version.
So if you are using the Steam version, try the standalone version and vice versa.
@@LadyAska thank you so much
when exporting data I get Error creating file 'textures\Image_0.png' with all the images
does anyone know how to fix it? :(
I had one other person telling me they had the same trouble and I recommended to them to use the steam version of Blender.
I don't know if that actually fixed anything for them, but it's worth a try.
If this doesn't work, try to create a folder called "Blender" under your C:/ drive and see if that fixes it.
Basically Blender can't seem to find an appropriate folder to export the textures into.
1:29 Why when I run the script does my clothes revert to the default texture from vroid?
Ok, so the main idea is, that you unpack the Vroid textures and then the script applies these in a way that make them ready for fbx export.
If you used custom textures later, you should probably use the manual way, to make sure the correct textures are apllied.
(this could also be a problem with the texture export, where it doesn't override older textures and is using some defaults it found in the designated folder)
The script is not smart enough to tell the difference.
The step with the textures doesn't work for me. what am I doing wrong T__T
The export step?
Look through the comments on the pinned comment...I remember someone found a solution for this problem.
(Just not sure if it was there or in another random comment)
@@LadyAska I didn’t see that. It worked 1000 thanks.
Hi, m'lady. I'm here to report that the video actually kinda work, and I managed to export my VRM to Unity by FBX format. Thank you for the video, I'm super grateful 🥰
If you read my comment (like other comments down here), I'm wondering if you know any other way of importing VRM from VRoid Studio to Unity without using UniVRM. That plugin doesn't support Universal Render Pipeline, so I'm reluctant to use it :(
I am glad to hear that. :)
Enjoy your model!
Sadly we only have the univrm plugin atm to import vrm's into Unity.
But if you don't need Unity and could do the same in another program (like Unreal Engine for example), maybe their vrm plugins are supportive.
The more I dig into stuff, the more I see our current limitations as well, sadly my current PC setup, is just not able to dive more into anything else then Unity.
Hopefully I can upgrade in the future and expand all this a little bit.
I hope that helped :)
@@LadyAska Thank you, M'lady. I've been working on a game using VRM, and your videos help a lot. You'll hear something from me again if I manage to complete it, but if I don't, well... too bad :(
I NEED HELP! I get Error when I try to Unpack the texture and I don't know why? :(
What error are you getting and did you check the comments section here already?
(I remember someone had a solution for people who had trouble exporting textures)
@@LadyAska NO, I just import glb file, Unpack, Write over (overwrite) and it just says "Error creating file 'textures\Image_0.png'
@@LadyAska I use Vroid on STEAM and I don't have a blender folder nor a texture folder within that... Should I create these folders myself??
It's not working for me, I've tried everything, and it still exports without the textures. Can anybody pleeeease help me?
So you tried the manual way and it still didn't work?
(not even on a single texture?)
Did the export of the texture working for you or is the problem at the moment of attaching the textures?
@@LadyAska hey, thanks for the answer! I had to take a break from VROID, but I just got back yesterday and I tried this again, and it worked, so thank you so much!!!!!
Whenever I view the .fbx model, there is a giant ball covering half the body. Any idea how to fix that?
In Unity or in Blender?
@@LadyAska Sorry for just getting back to you! I wasn't expecting such a fast response! I've been scouring the internet for an answer haha. I used blender (steam version) just like in your tutorial
I did have Unity before but now using blender
@@SophieHesper So you have this ball covering your body in Unity or in Blender?
(Feel free to contact me over discord with screenshots) my name there is “ladyaska”.
@@LadyAska ah thank you! I just sent a friend request so I can send you a dm on there :)
does this move over any of the rig? or just the mesh and the materials?
This should theoretically also move the rig over, though as of this week, I have huge problems to export in fbx to test it properly.
I saw other tutorials tha suggest to rig the fbx with something like mixamo after and while that worked for me in theory, I was unable to download the rig after, due to a naming error.
So atm, I am unable totest any of that, unfortunately, to answer your question withh 100% certainty.
@@LadyAska it would appear the best bet is rigify once its in blender. then it will allow for the rigging of the hair, breasts, or even a tail. also adds inverse kinematics then.
I really hope you see this, I do everything the video says to do perfectly but when I export it (the path mode was on copy and the box next to it was checked) the avatar comes out all white with red spots please help I've been trying to do this for like 10
Did you try the manual way or use the script?
(and if you used the script, did it actually work)
You can check that, by checking if the connections between the nodes were actually created.
If that wasn't the case, make a test by doing one color (something big like the body or hair for example) manually and then export as shown in the video.
If that works, than you would just repeat it manually and the script didn't work for you (it happens)
as soon as i open the glb, it's broken. all the bones are massive and are not weighted to the model
And that is happening to a freshly exported Vroid (.vrm) model?
If you want to import an .vrm, you can also try the vrm plugin for Blender.
(just google "vrm plugin Blender")
While this let's you import the vrm, it won't let you export it (at least never worked for me) , so the rest would still apply.
Hmm. Yeah even with a fresh vrm and the plug in that the rig just isn't bound to the model. Maybe I'm doing something wrong in vroid. I tried with my old go to 2.83 but also downloaded the new 3.3 blender. The bones don't look weird any more, but there's still no weight.
I'm getting error can't create the texture at 2:45 please please help
Did you see the pinned comment already?
Maybe this could solve your problem as well :)
@@LadyAska thankyou thankyou thankyou you were soooo helpful the most i can do is to subscribe you, thankyou alot
i got errors while trying to import my model. it kept saying error.
Check if your Blender has the right format already available for import.
Sometimes you have to go into properties to activate that.
If all fails, you can download the .vrm plugin and import your model as is, without changing the extension name.
(also has to be activated in the properties though)
@@LadyAska i fixed it. I changed it to an obj and it worked.
just export to glb directly by modfying the export name to glb instead of having to rename it after it gets created
Interesting! Thank you for the tip! :)
I got error with line 23 "tuple index out of range" I am using windows version of Blender. What should I do? Thanks
I assume the rest up until this point worked fine?
Which version of Blender are you using?
For me, the textures wouldn’t save and the script wouldn’t run on both versions of blender
Hey, guys! I updated to blender 4.0, and it stopped working. The character looks very weird with lots of huge balls on it when imported. Do you think is because of the update?
Hello!
It is because of the update.
From a professional, we got the hint, that you guys should further use the here recommended version.
(regardless of what you are doing in Blender btw)
Version 4 upwards has problems with the .vrm and .glb format in general at the moment.
(the plugins don't work correctly anymore etc.)
If you are able to get the older standalone version , we highly recommend that.
Oh thanks a lot!!! I'll do that
so it works up until the point where i click the play button to execute the script, i'm using windows, and the steam version, it gets hung up on line 25(previously it was getting hung up on line 23) i did everything else correctly. any idea?
Did you execute the script twice?
(for some reason it only works on the first run)
About the other error, I will actually make a test now, to see if the newest Blender Version is messing something up
@@LadyAska it didn't work the first time either
@@LadyAska it's worth noting that both blender and steam are on my f drive
@@slimey630 Ok, will update, if I find the problem...it works fine for me so far
@@slimey630 Just saw this response...this could very well be the problem. Where are your texture files stored (after they got exported)?
Do you know how to rename the shape keys to the ones used for vroid? blender names are target_aa and it is hard to know what are these for
First you would have to figure out, for what the shape key is actually for.
To use the iphone tracking you have to follow specific names.
I would recommend the 52 Blendshapes tutorial from Argama Witch, as, if I remember correctly, she did all of the keys by hand, instead of using HanaTool.
Simple .vrm models on the other hand just have keys for A, E, I, O, U, blinking and neutral.
(the other ones aren't actively used, to my knowledge)
doesnt even import with glb into blender. says error "bad glTF: json error: UTF-8"
Which version of Blender are you using?
Would love to troubleshoot and see if an update really messed something up. :)
Feel free to message me on Discord as well:
LadyAska#9174
Btw, just tried it myself with a freshly exported model and it works fine...I assume you enabled that you can actually edit extensions and not just renamed the file .glb, but it sill has the .vrm extension?
Question: Is it possible to make a vroid model have less fingers?
You could either delete the finger texture, which makes them "invisible" or delete it in Blender later and make full adjustments on the mesh itself.
Though for a beginner,I recommend deleting the texture only.
You would do that on the body texture itself in Vroid...the fingers are located at the bottom. :)
@@LadyAska I did that and the deleted fingers had holes and it looked weird
I tried using Blender on Mac OSX non-steam version and it gives me error when i unpack the resources
i tried the steam version and it gives me an error when i run the script
It's because I'm on a Mac? can anyone knows how to fix this?
Thank you in advance
We never tried it on Mac, so we couldn't guarantee that the script will work with it.
I am sorry
It does the same for me and I’m on windows
Thanks for this! It really worked! But there is a problem, I followed every steps but in the end the eyebrows and eyelashes are not forming property 🥺.
The solution for that is what I mentioned during the export phase:
Try it with the export option in Vroid "delete transparent meshes".
anyway to animate the facial expression?
When you say "animate", what do you mean exactly?
For normal Vroid models, we have a few set shape keys/Blendshapes, that can be triggered.
With ArKit(applied for example with HanaTool) this can add 52 more of those, to free advandes tracking, where these shape keys Blendshapes get triggered in real time, when you move your face.
(possible with a face id capable iPhone)
For animations or your own expressions, you can create these Shape keys yourself in Blender.
There should be a bunch of Blender tutorials online how to create these, for different avatar types.
@@LadyAska OK nice hint, I am trying to port Vroid to unreal engine via blender, including the facial animation
I can’t find the script in your website.pls
It’s under the GitHub link!
There should be a “show code button” and there is the script to download, which contains the code.
If you can’t find it, message me on discord directly (ladyaska) and I’ll send it to you :)
@@LadyAska thanks
The shader nodes seem to not affect the face at all, even if I delete all the nodes. This issue is only for the face.
I would have to check your specific case, to be sure what's causing it.
Feel free to join the Discord and message me over there
@@LadyAska what's the
discord tag
@@someGuy561 You can simply use the link in the description and message me from there (you can hop off the server after, no problem)
@@LadyAska there doesn't appear to be any links
hey what if the textures dont wanna save when unpacked?
Do you get an error message, or what happens exactly?
@@LadyAska its like error cant creat textures
@@KnotaAlive Try to use the steam version of Blender (and if you got that one, try it on the standalone version)
For some reason it works only of one of the two (for some people)
Since I can't tell which one you are using, try "the other one" and follow the tutorial and for 95% this solved the problem.
Nice tutorial but for some reason when I opened up my fbx model in blender/3d viewer my model is completely white. Is there a reason for this?
Yes! The reason be, that the textures didn't get attached properly during the execution of the python script.
(which depends on the location of your textures mostly)
Or you forgot to change to "copy" on Export and activate the box to the side, which embeds the textures in the first place.
So to check on that, you can follow up with the second part of the tutorial, that shows the "manual" way.
You can check until which part the python script was executed, as certain things would have to be either deleted or attached/unattached.
I would actually appreciate if you could tell us, at which state your shader nodes are with that avatar, before you try to export it.
Then we can fix the python script accordingly.
We tested in total with 3 different people on 3 different setups, but there is always something that can go wrong or is different for another user. :)
@@LadyAska Thanks for the reply! I followed manual directions and now the textures are showing in texture view and look normal. But in shader view the model looks like it's glitched out/transparent. Is there a fix for this. Is there a way I can send you a pic of what I'm talking about if that helps?
@@stamzthehuman897 You could hop on the Discord and just pm me over there and send me a friend request (you can hop off the server after...but it makes sending screenshots and stuff easier) :)
🙌🙏
sadly the script throws errors... Python: Traceback (most recent call last):
File "\vrm-to-fbx.(py", line 23, in
IndexError: tuple index out of range
The only time we had an error, was when we tried to run the script multiple times.
(sadly without knowing what you did exactly, it would be hard to recreate the error)
Could you specify a bit more and tell me which version you used?
@@LadyAska I ran it once , I am using the newest blender and your current script. It auto-updates via steam
@@gamerthem5063 Ok, I just ran a test, because multiple people had the same problem. I need more information to figure this out, because for me, a freshly exported model (so newest Vroid version), exported in the way, I said it whould be exported: worked just fine.
So I have to assume you have a different problem.
Can you tell me where Blender is storing your texture files?
When running the script, I get an error at line 23 for some reason.
Edit: Used the non-steam version, and it worked.
First: Does this happen always when you run the script?
Second: Can you tell me the error in detail?
(copy it here)
Otherwise I can't know what the error is referring to.
Thank you
@@LadyAska I just used the non-steam version of Blender and it worked for some reason.
@@ReeksofChees3 Awesome! Thank you for the follow up. For some reason sometimes the non-steam version works better for some. (and for others it's the complete opposite, but for different reasons )
Glad you got it to work!
thanks
thanks ^^
Glad it helped! :)
Why doesn't this work anymore?
I saw this as well and have honestly no clue.
Every time I tried to export anything, I only get a bee model(replacement) even though, all textures look attached.
Haven't tested the manual way yet and if the same happens on an older version of Blender.
There is no shame in going some versions back, because their updates aren't 100%.
So I recommend trying it with the version that was used here and see if it makes a difference.
@@LadyAska
I think I read something that things in the scripting had changed since blender 3.x or somthing. Which means that older scripts will no longer work with the newer versions of Blender.
my avatar from vroid now has a giant ball where her lower body should be
Yeah, if you use the updated Blender version from steam for example, it's messed up.
If you can, please revert back to the version used in this video.
The new version is literally incapable to import vrms.
@@LadyAska THANK YOU
Thenk You
🥰🥰🥰
I love you.
I love you
Dident work in Blender 3.4.1- why cant anyone do a proper convert program..
Thank you for the feedback, remember that you can still do it manually.
You don't *need* the program for that.
I came here from another video that was using your script (the video in question: ua-cam.com/video/24E3R-gERWE/v-deo.html) because I got the [Python: Traceback (most recent call last): File "\vrm-to-fbx.(py", line 23, in IndexError: tuple index out of range] error and I noticed that you are using an older version of blender (3.1.2 vs 3.3 as of today) that is not available to download anymore. I was wondering if the update broke the script in some way? I also put the texture folder in the same place as you,only ran the script once, and tried both the steam and non-steam versions.
Edit: looks like I can download an older version so I'll try that later and update.
Awesome, thank you! I tried it with the newest version as well...and thought it was maybe the problem of people having different setups (like installed on another Drive etc.)...but I never got the error and multiple people, after the problem popped up, were still able to use it without a problem :/
@@LadyAska well i did try the older version and miraculously the script worked!
@@Number494 What version of blender are we talking here?
@@Mori_Fu using 3.1.2 worked for me
@@Number494 Also 3.3
Du klingst so Deutsch>.
Bin ja auch gebürtig aus Deutschland 😁
Python: Traceback (most recent call last):
File "\vrm-to-fbx.py", line 29, in
AttributeError: 'int' object has no attribute 'outputs'
bpy.ops.text.run_script()
Python: Traceback (most recent call last):
File "\vrm-to-fbx.py.001", line 23, in
IndexError: tuple index out of range
This is what error i get when i run the script....
also when i try to open the fbx in 3d viewer it says couldnt load 3d model, try again later.
read some comments, thought maybe it was the blender version so I downgraded and it has the same error
@@emmie2129 I think this has something to do with the version of blender. I had the same error. It works in blender 3.3 try with a new project and save the project to the default location. It It doesn't work for me in newer versions.
Does not work
Did you try the manual way as well?