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FAQ
Unity 2020.3.48 UniVRM 0.104 (for importing/exporting VRM models)
Note that this may be different for other SDK's. If you are working with VSeeFace (and vsfavatars), then it's recommended to use Unity 2019.4.31 and UniVRM 0.89
Yes. All data including Parameters, Trigger, and Timers are all shared between graphs.
Firewall settings can sometimes block VMC connections and messages between VNyan and other apps and trackers. If you are finding that connections are not being made, try going through your firewall settings and adding VNyan to be allowed in inbound outbound connection lists. You must manually allow VNyan to receive UDP-messages from the private network profile (and sometimes the public network profile).
To do this you need to start "Windows Defender Firewall with Advanced Security". Go to the inbound-connections and find VNyan. Make sure it's allowed to receive the UDP in private and public (for ARKit tracking) profile like shown in the picture.
If VNyan is not in the list you'll have to click on the "New Rule...". Select Program as the rule type, point it to VNyan.exe. In the profile select Private and possibly Public.
VNyan props require exact paths to load. If your VNyan install location has moved or if folder names have changed, this will break the link between all the prop items and their paths and you will need to re-add them. You can also find settings.json
in VNyan's AppData folder, open in notepad or your text editor of choice, and change the paths manually.
VNyan's built-in colliders may be interacting with your model's particles if you are using Unity's Particle System. If you go to the Collides With
settings and change Everything to Default (with nothing else selected), then they shouldn't interact with VNyan's colliders while still following the colliders you set on your model.
You may need to adjust your lighting. Accurate tracking depends on having your face well-lit and your phone or web camera close enough to your face to see enough detail. You can also reduce the gaze strength to minimize these issues.
VRoid models don't actually come with brow up/brow down blendshapes. Sometimes models may have a "Brows Up" and "Brows Down" blendshape (as suggested to do by VSeeFace), but VNyan doesn't use these out of the box.
To fix this, you'll have to add the blendshapes yourself. There are two approaches you can take, one in Unity, and the other in Blender.
A creator called Reforge Mode has made a few free tools in Unity to do things like this!
The first tool is Expression Maker. You could use this to make a Brows Up and Brows Down blendshape, and then make a control for these blendshapes in a graph.
https://www.youtube.com/watch?v=zbqbPpbA-9c
The second is NEB (Not Enough Blendshape). You can use this to quickly add full ARKit phone tracking (the 52 blendshapes) to your model, so you won't need the Brows Up/Down approach or that graph at all.
https://www.youtube.com/watch?v=ZQh7BQ_qQYE
There is a quick part 2 with a final step to do to set up the blendshape clips, which VNyan will need to see in order to access the blendshapes
https://www.youtube.com/watch?v=Q1_obTcE_uE
(note that this is only applicable for VRM0 models)
- Install the VRM plugin for blender here
- Import your VRoid's VRM file
- Open the VRM sidebar menu
- Open the Blend Shape Proxy menu
This is the menu where you can create new blendshapes for your model by mixing the existing shapekeys :3 there are actually more shapekeys on your model that don't have blendshape clips/proxies and so aren't accessible rn with VNyan.
- Press the first + button on the right
- Select the new blendshape that appeared at the bottom of the list
- Just below this, change the name to "Brows Up"
- Below that is a section called Binds. Press the + there and an empty field with a triangle thing next to it will appear. Select that.
- Looking down further is a row called Mesh. Click this and a dropdown will appear. Click on Face
- Now there will be a Shape Key field below that. Click that now, and find the shape key called
Fcl_BRW_Joy
(we'll use this for our brows up)
- Repeat all those steps, but instead, use the name "Brows Down". When you get to the last step, instead look for
Fcl_BRW_Angry
- Additionally, there's a Weight slider below the Shape key row. Set this to be 0.5 or 0.6 (we don't want the brows to get too angry looking just go down)
And you're done in blender! You can use the preview sliders to see how the new blendshapes look. Export your model by going to File > Export > VRM
Attached here is a graph setup to control these new Brow blendshapes: VRoid Simple Brows Graph
VNyan - https://suvidriel.itch.io/vnyan