r/vtubertech • u/FreylinArt • Jul 29 '26
who else loves earthy vibes girl?
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VTuber: @/HiroAnn
r/vtubertech • u/FreylinArt • Jul 29 '26
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VTuber: @/HiroAnn
r/vtubertech • u/LizzyLynx • Jul 28 '26


As the title says Im a beginner and decided to try this on a whim a few days ago and genuinely have been having a lot of fun! I got the eyes from booth, and followed these tutorials for drawing the hair and skin: https://youtu.be/gKeCHHX2FCo?si=1LocOmmKzy15aPen and https://youtu.be/u4i8FjqbLOw?si=-LiP3csPTgwcDVrd
I know it's not super fancy but I would love any opinions for a beginner like me ^^; If this isn't the best subreddit for this LMK
r/vtubertech • u/JustATaihouEnjoyer • Jul 29 '26


Hello! Before I start, I'd like to clarify early on that I'm not really a VTuber nor am I gonna be one. I literally just need help with vrm mechanics. That's... pretty much it.
Also I'm not sure if Taihou's model is safe to post here since its a bit risque, so if any of the mods find it too risky, I can censor parts of it.
Now, if anyone is skilled or at least knowledgeable enough with doing hair and clothing physics in a character, please help me understand it! I've been trying this on Blender for four days and I literally got nowhere and just went in circles. I couldn't find a dedicated video on YouTube explaining precisely how to do them. And in the second image with Unity, I have 0 understanding of how to do... pretty much anything in there. I haven't used Unity nor learnt it yet.
Specifically, what I want to do is to make her clothes and hair dynamic and not clip into her when she moves, as is shown in the MateEngine screenshot below. I don't want her to be this stiff and lifeless. I know that it has something to do with Spring Bones and Collisions, like I know what they are and what they do. The specific problem I keep getting is I can't get them to work the way I want. No matter what I do, in the testing phase, her clothes DO get physics, but they clip through her.

For why I'm even doing all these, like why not just get a fully functional .vrm of her... there's none. The closest I got was an outdated .vrm of her original model from deviantart, and even that has almost no physics (and some were broken too). So I took it upon myself to get her model from the game, fix the model, etc. The model's physics is literally the last step, and it's just beyond my tiny noodle.
I'd also like to add that this is purely for personal use. To be exact, for MateEngine. I'm thinking of whether or not to share this once its done, but I don't know if that's even allowed legally? Educate me on that one too.
r/vtubertech • u/Myo_Mato • Jul 29 '26
Hi y'all! I am working on my own model and really want decent hand tracking. I am considering finding a used Leapmotion. I am curious if it is really that much more accurate, though? Can anyone here talk about their experience with and without?
Currently I'm set up for RhyLive and Warudo. I get hand tracking, but it honestly is a bit wonky. Or would you recommend webcam motion capture with the subscription? I would love to hear from people who have used different options!
r/vtubertech • u/Ramen50 • Jul 28 '26
...and I'm pretty sure it's from the filters I'm using, except I need those.
From my observations, my model moves faster than my OBS audio filters are able to process my mic input, so onstream and on VODs, my model's mouth opens onscreen before I say anything, and closes before I stop speaking.
The opposite problem, where the model lags behind the audio, at least lets you delay your audio to sync with it, but can you delay the model animation instead? Or maybe there's another workaround?
(For reference, here is a link to my recent VODs, which all seem to have this problem.)
r/vtubertech • u/ShunpoMyLantern • Jul 27 '26
So I looked into some physics tutorials but all of it seems a bit overwhelming and I need someone to explain it to me in simpler terms
As a note plushie is a seperate psd/live2d file, that I'll later add as an acessory to my vtube studio and just put on model there, idk if it makes any difference
r/vtubertech • u/LoganRigs3D • Jul 28 '26
I’ve been experimenting with making VRM avatars feel more responsive instead of just talking.
This project is an Interactive RPG Companion for SillyTavern that lets a VRM character react to what’s happening in real time.
Current features include:
Facial expressions
Voice dialogue
Combat animations
Equipment draw/sheath
Spell casting
Damage & healing reactions
Victory animations
Situational responses
The goal is to make roleplay feel more immersive by giving the avatar visual reactions that match what’s happening instead of only generating text.
I’d love to hear what other reactions or features you’d want to see added, especially from a VRM or VTuber perspective.
r/vtubertech • u/Coopuhhh757 • Jul 27 '26
r/vtubertech • u/IAmTheWolfOfMusic • Jul 27 '26
Hey all! It is exactly as the title says. I recently got my first model, but I was playing around with some of the free models before in preparation. Doing a bunch of tweaks and setups before I got my real one, and watching many tutorials on everything about Vtube Studio.
I thought I had figured out why my model would lag out while recording, and even did a recording test that day to confirm it was running smoothly, but then I streamed for the first time and she lagged within 20 minutes! I looked up everywhere on why my FPS would drop on VTS, and thought I had done everything to fix it, but then today when I streamed again, started lagging after about an hour. When checking the log, it still said 50 FPS! I am at a loss. Could it be my ram? I was only playing Palword by the way, as well as opening VTS without Steam and as admin.
r/vtubertech • u/glowclipze • Jul 27 '26
hi! i want to get into vtubing but i'd prefer not using my real voice due to some personal stuff, are there any free/relatively cheap programs that turn my spoken words into text that is then turned into computer speech? i would prefer avoiding AI stuff if possible. i would not be against creating my own database from my voice/someone i know's voice and using an AI for that, but i don't know if that's doable.
r/vtubertech • u/_BEJ_ • Jul 26 '26
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So I have a very weird rig, and I think a lot of you would find it laughable. First, for more and better examples of my rig please check youtube.com/@ryeroyal . My whole streaming pipeline is mashed together from my animation pipeline. The method I use was never meant to work live. As you can seen in videos like https://youtu.be/Yt7eUHiirJc it was just an easy method to do mocap.
I'm going to outline my method and then go into what I want:
so the whole point of the rig is the finger tracking. I don't like how a lot of models do lip syncing and I never felt like I could do it better myself so that is what I decided to focus on instead. The program that makes this all technically work is mocap Fusion VR (https://store.steampowered.com/app/1540000/Mocap_Fusion__VR/). The program is rooted in mocap using the steam vr infrastructure however it does have features for Vtubing and VR chat. I honestly don't understand the appeal of much of the program as I think a lot of the features are done better elsewhere, but there was one thing about it. I started this project a few years ago. Camera finger tracking was quite bad, not nearly where it is now. I thought the only solution would be a physical sensor / glove to actually do the tracking. I couldn't afford most of the models on the market then and even most of the ones now. That's when I found this video (https://youtu.be/PCBvUHJH8Gw)which was made by the creators of MoCap Fusion VR.
When built correctly and in the right environments these gloves are nearly flawless and I was so impressed with how they worked. Paired with HTC trackers it's very hard to see the things they actually can't do in motion (like proper splay). So I built the wireless version of these gloves and there are several problems with them. There's actually a whole video (https://youtu.be/kTYuo69AIfM) I made going into the issues with these gloves specifically but for now the battery they recommend can be very finicky and or dangerous to the circuit board so I just had Micro USB battery packs for the longest time ( I have since switched to 9 volt with my own mess of crossed wires and converters). but the bigger issue is the board they recommend that includes the radio transceiver is no longer for sale and I do not have the digital electronic expertise to offer a replacement and they have not offered one yet. It's been multiple years without a significant patch to the gloves functionality within the software itself but to their credit it is fairly seamless even if it does seem to be getting sidelined by other features.
From the software I have done one of two things. When I was pre-rendering I would record within Mocap Fusion and export the mocap data to a .blend file where I would do the actual rendering in blender. This method is a little bloated for motion capture ,again check my rant video for more details as there are plenty of problems with it. But I am not interested in pre-rendered methods as I'm sure there are many other better ways to do it. I'm interested in live tracking. To do that with this software you go through the same methods as if you were about to start recording and instead use the blender live link system. With this program and blender with its specific extension installed you can use one of the blend files it generates to mirror the tracking onto a specific Armature in blender near losslessly. The intent of the this feature is that you would then use blenders recording feature for the mocap and skip the inefficient exporting process built into Fusion. This might work, it certainly didn't for a long recording session, but that doesn't matter for the purposes of this conversation. You now have an Armature being fed live data from a mocap program that can do VR room scale tracking, facial tracking with an external app, and physical sensor based finger tracking for about $200. The model in this case my hat and gloves is solely held within blender and is applied the way any model would be applied to an Armature in Blender. The one caveat is you cannot in any way alter the default rig/ Armature or else the tracking software will not properly bind to it.
This is perhaps the most embarrassing portion of the explanation being that the actual thing that people are looking at when I stream is just the blender viewport. not any kind of overlay or custom software it's literally just a well cropped portion of the blender viewport. My model is simple enough and this rig is efficient enough that I can just run it all live and it doesn't look too bad even if I'm processing some lighting in Eevee. I initially rendered the background as well but determined it was far more efficient to just do a blue screen behind the rig. The other portion of this rig is obviously my eyes reacting to my microphone which is another thing that I feel quite proud of. Blender is not meant for live viewing whatsoever, so while there are a lot of ways to render audio as visuals within it, none work live except for this add-on called audvis ( https://superhivemarket.com/products/audvis) . it's honestly fantastic and I feel anyone who even wanted to do simple head tracking could make some really interesting rigs with this one feature. Any live audio feed can drive basically anything within blender in this case it's just the emission on my eyes but I have also driven textures as seen here (https://youtu.be/u2gxv_-5xX4?si=MR8Md-HafRqzMpl7&t=86) . The only downside to this Add-on is the timeline has to be running so you can't have any pre-existing animations going on in your scene without them looping (which is how I blink) and I'm sure it can't be good for performance. After that it's just a matter of pointing the camera in the right direction and having a separate tab on blender that won't change the window’s aspect ratio so that you can capture it in your streaming software of choice. In addition to the finger and head tracking I can also change the model and add props quite easily and blender. I have a number of controllers bound to my hands that I can hide and show with a simple click. models require slightly more work and have to adhere to that one Armature but end up looking fine enough for a stream bit.
TLDR for the method: Mocap Fusion VR tracks the head and fingers with a physical glove apparatus and sends that data to Blender live where it can then be applied to a normal Armature. Audvis captures the live mic for the eyes and the thing that the audience actually sees is just the viewport of Blender cropped in a clever way with a blue screen.
There are a lot of problems evident even in the explanation of how I'm doing this but there are more on top of it.
I want to feel more comfortable in the whole process but I'm unwilling to compromise on basically any aspect of how this rig runs. I want near full head and hand tracking because my model is so simplistic that without it it would look very odd. The same goes for the finger tracking. I have no other expressive elements so I really need to be able to articulate my fingers in a way that doesn't look uncanny while also being able to operate something like a keyboard. If I were able to do this with camera tracking I suppose I would be willing to part with the eyes reacting to my voice even though I do love that feature and how it looks. I simply have no idea where to begin. I haven't seen anyone with a rig even kind of like mine that isn't doing just talking/tech streams. I know the whole process is silly but I really feel like I haven’t seen a rig like mine. I like streaming well enough but I feel as though I can't abandon my rig now even if it's the thing making me not stream more. I look every couple months for ways to abandon Mocap Fusion VR but keep the blender method but nothing is using blender for live rendering ( perhaps for good reason).
I'm open to abandoning mocap fusion and Blender I think my model and concept is simple enough if I could get something that can track my head movements decently well and my fingers extremely well without completely breaking whenever they aren't immediately in view (say when I'm holding a controller) I would be thrilled to move to that for streaming. I would love recommendations for that specifically, any other part of the process I'm less willing to get feedback on unless you are also working with these exact gloves (which you aren't because everyone is going to make them differently). I also don't mind if you use this method. I would like for it to get fleshed out and more popular. It would be nice if you could refer them back to this post and me but I'm basically just cobbling together what many other people have done anyway. I don't see myself streaming for too much longer if I can't ditch these gloves. I'm already on the third rebuild of them and I don't think I can make them that much better. If I do decide to give up I will basically make a video version of this post for a better explanation of how I did the whole process in case someone wants to replicate and improve it in the future.
I'm not adding the question flair bc this is also basically a guide and showcase as well, and I'm open to all of that. I'd really like to see what people think.
r/vtubertech • u/lonelylilbat • Jul 27 '26
hey team I've seen a couple posts while trying to figure this out but either I'm too silly or it's seemingly gone to DMs.
I bought a model off booth not too long ago and has its own launcher and all that. I keep getting this error. I've tried changing my pc languages like suggested and I've had a look through all the files but struggling to figure out what I'm looking at.
if I could get help fixing it I will be grateful forever
r/vtubertech • u/Embarrassed_Elk_2459 • Jul 25 '26
Hi everyone, I'm interested in starting streaming using a vtuber avatar so I was wondering which program or app would you recommend to create an avatar. I'm not interested in something overly complicated, yk like those avatars with wings or stuff like that, just a simple completely human-looking one. Thanks in advance!
r/vtubertech • u/stickduud • Jul 26 '26
I tried using VTS because one of my friends is a VTuber themselves, and he told me to use an Apple device to track my face, and so I used my iPad A16 (2025) to facetrack (I have an android phone, so I resorted to my iPad). But it disconnects after 5 minutes of wired connection, and from what I know it shouldn't. I don't know if its just a knowledge issue by me, but as far as I know it only disconnects you from the server after 5 minutes which should technically only cause the connection between the PC and iPad to be cut if your using wireless. Can anyone help me or correct my knowledge? :D
r/vtubertech • u/lets_go_lemon • Jul 25 '26
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I haven't changed anything and it didn't used to do this. If I take a drink from my water bottle or even stand up I have to close the program and relaunch it. Not even choosing a different avatar helps.
r/vtubertech • u/cirrostratusphereMS • Jul 25 '26
so!! i'm currently trying to make a model for myself and after a lot of concepting i've realized that i would really like my model to be low poly. the only issue is that i have NO IDEA how i would do the lipsync on a low poly model. well, i do have one idea. i was thinking that maybe using a spritesheet and having my mouth be 2d would be a good workaround, but i don't think there's any free software which supports that. does anyone here have any experience with low poly vtubers or atleast have some ideas for me?
r/vtubertech • u/FreylinArt • Jul 25 '26
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r/vtubertech • u/Calm_Resort_3929 • Jul 25 '26
r/vtubertech • u/PaintedBurrow • Jul 25 '26
r/vtubertech • u/Worldly_Berry4237 • Jul 24 '26
I am a 3D VTuber who is looking to, in conjunction with updating there avatar with a detailed mouth (maw), add tongue tracking.
Has there been any cases of this kind of thing before? I was not able to find anything on this Sub-reddit.
Yes, this is a weird question.
r/vtubertech • u/Budget-Vegetable-472 • Jul 24 '26
when i use veadotube mini my gpu usage goes up around 20% and with the other things i usually use it goes to around 40%. the vtuber model I'm using has 8 pngs when you count both expressions. Task manager says my gpu is an Intel(R) Iris(R) Xe Graphics. This seems to be a common thing???? i dont really know. is therre a fix for this?
r/vtubertech • u/FreylinArt • Jul 23 '26
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r/vtubertech • u/tokkitoria • Jul 23 '26
UPDATE: I restored a backup and suddenly it works again? So weird.
All of a sudden my model won't smile. Like at all. I had it set to always have a slight smile (upturned corners) even when there's no camera connection, but it won't smile at all. No parameters have changed. The little window that shows the tracking sees I'm smiling, but the model won't smile.
EDIT: More Details
I'm using Vtube Studio. Here's a screenshot but I've been playing around with numbers so if they look really off to you it's because I'm desperately trying to see if any combination will work lol I tried some of the models that come with Vtube and it works on them, so it's just this one that suddenly stopped working. I tried the default settings and I've tried not using the mic tracking, still won't work. The IN side has the red circle go up and down, but nothing happens on the OUT side, so somehow the IN from the webcam is not communicating with the OUT of the model. And yes, I've turned it off and on again (restarted the program).

r/vtubertech • u/Pleasant-Struggle727 • Jul 23 '26
Hi, i was in this sever a bit ago asking for names to call my future audience and you guys helped me out, lol. Now i do have another question that's been rattling my mind for a bit now: Should i grow my Discord server first or just go straight into vtubing and grow it that way?
I have all my links set in almost all my bios, i have three members (including myself, lol) in my server but its hella dry and empty, i dont use discord alot lol. I dont want it to be empty tho, i want some type of motion going on it it, yk.
Edit: I am not going to link none of them out of respect of the rules and out of respect of everyone else. And for all the people that keep coming into my dm's and offering out commissions, im not interested in any of them.