From VRoid Model To VRChat Avatar In 50 Minutes Or Less
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- čas přidán 30. 07. 2024
- This is a quick all in one package showing how to take your VRoid model from VRoid Studio, and end up with a playable Avatar in VRChat with it.
Download Links:
Blender v2.93: www.blender.org/download/rele...
VRM Importer: github.com/saturday06/VRM-Add...
CATS Plugin: github.com/absolute-quantum/c...
Unity Archives: unity.com/releases/editor/arc...
VRChat Creator Companion: vrchat.com/home/download
Poiyomi Shaders: github.com/poiyomi/PoiyomiToo...
Timestamps:
00:00 - Intro
04:16 - Exporting From VRoid
07:27 - Processing With Blender
25:46 - Importing To Unity
37:00 - BONUS: Quick Demo On Tail Control
50:14 - Outro - Hry
Thank you, as someone who has never used Blender nor Unity before, after watching this with a lot of pauses I was able to import my avatar successfully. Bless!! :D
I'm going to cry, thank you so so so so much for making this tutorial. I have been getting so frustrated and this helped me perfectly. Seriously thank you so much ^-^
Duude genuenly thank you! You saved me so much timeeee
Well I can’t click the wrench “python:trace back (most recent call last)” whatever the hell that means so now the mesh and materials are gone :(
this is just go be most best explanation but there some issues some people might haveis motovatiion so is there any quicker way or smth?
Autodetect doesn't work for lipsync and when I try to do it manually, by selecting "viseme blend shape" and then applying the body to Face Mesh, the visemes don't show up. When I try to manually apply one of the visemes, my only option is "none". Do you have any idea what may be causing that and/or how to fix it?
(I did make sure to click "generate visemes" in Blender. I've gone through this whole process 3 times and I get the same problem every time)
Edit: it does work if I never separate and join to decimate in Blender
Is it just click separate and join that breaks it, or is there any sort of decimation going on for any part of the face mesh?
i got to 32:50 and couldnt go any farther because i noticed my body isnt under my armature, only my material atleses. and in the video you need it to make the model blink. did i do something wrong?
Before exporting from Blender, did you have the same hierarchy (Armature [orange] > Pose / Armature [green] / Body [orange[?
Creator Companion can’t open the project, it says that the current version of Unity is not installed, although it is in the Unity Hub. What should I do?
You can try letting Creator Companion install Unity for you
why dose my avatar only export as a web browers file? if i try to open it it opens the wed and starts to download my avatar folder again and its still a web file. and its just a cycle. i cant add it to unity because its a wed page but it a file type VRM.
Sounds like somehow the association for VRM got linked to your web browser. Opening a file type like that through a browser just retriggers a “download” (not 100% the same since the file is local but…) and the way to clear it would be either have another program set the association, or use the registry editor to clear it yourself.
@@RohzekVT ok when i manually tell my PC to open it with Unity like it suppose to it tells me file not supported. I vwish i understood what ( registry editor to clear it yourself) meant.
Yo, broh, CATS has a dev version which works in Blender 3.6 LTS. In the repo you change from master to development branch then get the latest version.
This was meant to be an 'anyone' kind of tutorial and so it's safe to assume the average person isn't too familiar with Github, or interested in a potentially unstable dev version. So I went with the current release version
i made the avatar but i don't know how to make it quest compatible
Probably can’t due to the materials unless you feel like making exact replicas of all the materials
Okay I can get blender done but none of the textures follow the model into blender even with the copy on and box glowing
same
Have you found a fix for this issue?
Did the FBX file not show up for you either?
If you mean don't follow the model into Unity, and you have the combined atlases saved, you can copy them into Unity project and apply them to the materials in the Albedo texture slot (Standard based shaders) or the Color & Normals > Color & Alpha > Texture slot (Poiyomi shader)
@@RohzekVT Tbh I dont understand much of that 😅What happened is I tried to export the character and I didnt get the set of files that you had. I didnt get the FBX photo looking file, and none of my files were working correctly. I have issues with file placement...Not even sure if the export worked
Help!!! I did everything until 25:45. I didnt get a file like that!!
Did clicking export model not bring up a prompt that defaulted to an FBX file? Did you choose an output location for it and if not did it go somewhere like your Documents folder, or wherever the default location is set to?
@@RohzekVT I have a folder for the character that it was supposed to go to. Im gonna try again and reply to see if it worked
@@RohzekVT Okay wait actually no I cant because Im gonna have to redo the entire blender part. The whole avatar got messed up somehow and the colors are pink???? BUT about that folder....It said it was going to be a FBX and i tried to send it to that folder, but it didnt give me anything
The export doesn’t work for me, it just gives me an error
What's the error?
i dont have the wrench icon at 16:07 ???? :(
I had that same problem! To fix it, hover over the material in the top right and enter alt+a to deselect everything. Then, switch to object mode and click on the material you want to modify. This will allow you to use modifiers. Note: you can't edit or apply modifiers in edit mode!
@@jonasthacker5419 oh my god thank you for answering no one ever does whenever i get a problem and post it in the comments, hopefully this works 😿 ill update
@@jonasthacker5419 i can see the wrench!! thankyou !! now how do i see the polys? idk why they didnt edit the video so we can see what theyre doing
@@Moonrise_lamb You can go through the menu Edit > Preferences > Interface > Editors > Status Bar and enable scene statistics, or just right click the darker bar at the bottom right corner of the screen and enable scene statistics
@@jonasthacker5419 Thank you so much, following the tutorial right now and this helped me too!