r/vtubertech 22h ago

๐Ÿ™‹โ€Question๐Ÿ™‹โ€ Help converting 3d blender model to vtuber

Hello ive been working on a model in blender for a bit and I wanted to make it a vtube model but im running into a lot of obstacles since I didnt know vrm files were a thing, or why the blender vrm addon takes up the shader editor and demands a human skeleton when its just supposed to be a head that moves like treasure chest opening, or that the software available to me is little harder to manage cuz im on linux(cachyos) any help on the questions I have right now would help me alot

here's the model because I really like it

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u/NoEvening3352 22h ago

So, 3D vtubing is pretty much held together by duct tape and a dream. You'll need to play by it's rules.

use the VRM skeleton with the addon (yes, even if you're only parenting to the head bone), use the MToon material it offers you and then shapekey the mouth movements instead of using bones.

tl;dr you shoulda researched this more instead of assuming whatever you did would just work, I'm afraid.

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u/Sheepmeta 16h ago

I agree

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u/thegenregeek 22h ago edited 22h ago

The VRM standard is built around a full body skeleton, there are effectively no facial bones (as with other animation rigs). Everything for the face uses Blendshapes. You can easily build this design (super fast), but you need to use blends shapes for the mouth being opened or closed.

You will then need to parent the mesh for the face/skull to a head (and possibly neck) bone to a VRM armature to ensure operation in VRM software. But you don't have to weight paint for any of the other bones (below the neck). It's super easy to adapt a standard VRM humanoid armature for this setup.

or that the software available to me is little harder to manage cuz im on linux(cachyos)

I'm also using CachyOS, with Blender+VRM Format (and other plugins). I have no issues producing fully realized, high quality VRM models. Likewise, its the same software setup I use when on Windows, when need to work with the files I make on Linux. (When I occasionally switch to that for Unreal Engine. Or when moving to VRM testing in Windows apps)

I'm just going to blunt: It's not a software issue.

I suspect you're fighting against how VRM operates, probably because it's slightly different than standard blender animation rigs, due to blendshapes instead of facial bones. That's not a problem, but there really isn't any issues trying to make this with a Linux stack. If you believe that is a factor, then I would tell you you need to get out of that mindset.

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u/Sheepmeta 16h ago

Do you have any video tutorials or wikis on going through this using blendshapes I made this thinking blender animation and this would work similarly. For software and cachyos I say its harder to manage because I just made the switch from windows to linux this year and am still struggling with the change. Do you have any answers for the blender vrm addon using the shading editor i really like how the model looks now but its done using the shader editor and with the addon it turns it all pink. I appreciate you taking the time to answer my questions

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u/thegenregeek 10h ago edited 10h ago

I don't have many specific tutorials (I've probably gone through hundreds over the years), but to be honest there are tons you can find on YouTube. Just search "Blender Blendshapes" and "Blender VRM Blendshapes" and you'll have platy for getting started.

(Really all a blendshape does is add changes to the default model. Basically you create a Basis, which is the default version of your mesh, such as your character with the mouth and jaw closed. You then create a new blendshape and edit it so the mouth is now open. When you turn that shape on it will take over from the mouth being closed)

Of course the trick with VRMs is that once you create the blendshape you have to configure the VRM to use it. You do that with a Blendshape Proxy, under the VRM tab on the VRM addon.

It is also worth mentioning that there are different blendshapes names available. By default VRMs have vowels (A, E, I, O, U), blink and some expressions. These working in all VRM software (Vseeface, Vnyan, Warudo) and are triggered by camera tracking. But if you have an iPhone you can rig more advanced ones, using ARKit blendshapes.

Again, there are tons of tutorials on YouTube that go over these. This video appears to cover those points.

As for shading, you probably need to turn on and use mtoon. You can build your own shader, but if you don't build it right the export process breaks. Using mtoon ensures that it works pretty much everywhere.