I made the mistake of trying to follow along to the video the very first time I opened Blender and got discouraged, but instead of giving up I paused at each stage when I didn't understand a particular concept or function of what you were doing and looked up each individual part, and eventually was able to gain enough knowledge to follow through the whole thing. Thanks for making this video, out of everything I've watched so far for Blender and other animation options, you've been the most informative and have greatly propelled me forward in my proof of concept phase, and I think I'll be sticking with Blender as a result.
For anyone who wants to adjust the finger rig: CGDive has a short tutorial. TL;DW: The middle bone in each finger on the metarig (with .02 in the name) needs to be moved up the Z axis just a little bit, then re-generate the rig. Fixes the bend angles instantly. Basically, the rig needs a natural curvature so it knows what direction you want it to bend.
You are an absolute legend you giga-chad you. Thank you so much for this and the great addons + links. This answered all the issues I had and then answered questions I didn't even know I could ask.
Personally, i keep my textures separated, but thats because i like to make individual edits to them in blender (giving skin a slight translucency usually)
I was curious about vtubing and discovered Vroid models and as I'm learning blender animation I thought hey can't I just use Vroid models for my animations instead of breaking my head on making full characters by myself? A quick youtube search and here I am satisfied xD
I dont know if im the only one with this problem, but when i generate the rig there are problems with mesh deformations, i checked weight paint too and it shouldnt be a problem. This only happens with the right arm for some reason. It doesnt happen when i generate mixamo rig tho, its a rigify problem. [fixed] it was a stupid problem, for whos having the same problem, just be sure to export the vroid file with vrm 1.0 export type
There's an add-on for Mixamo compatibility with Vroid models? My approach has always just been to use a blank model with the same proportions as the active model to create a Mixamo rig, and then just use the weight paint transfer to automatically move the rig over to my full model (and then re-attach the hair and clothing bones afterwards, its tedious and probably more work than its worth I'll admit.) Interesting to see someone else who also follows a Vroid -> Blender workflow.
hey thanks for the tutorial, I just wanna ask about your animation workflow, do you export the charater in fbx or import the environment, what approach for better performance. BTW lots of love and thanks for giving such great tutorials!❤❤
tbh my workflow is still very work in progress 😅 since i work mostly in blender anyways i don't really import or export anything. even when i want some outside models i just use stuff from blender kit add-on. you can check out my other video on that
@@ArtificialLight Thanks for the reply, wil watch more of your vids. It's just that my environment is already heavy and keeps crashing, I made it with Ant Landscape and all...and now using it with vrm model comes with the challenge of performance and crashing...Will try to figure out something with proxies..Thanks anyways!☺️♥️
Great vid but in the shading part, when I do your trick, what happens is when there's no light falling, it becomes a dark rough looking material, how to fix that? I turned contact shadows on.
Hello! The tutorial is so cool and really helpful but I'm having trouble during the rigify portion. I think I did the Mixamo portion correctly but when I go to conversion under expy the option to extract metarig isn't allowed. I can see it but it's grayed out. Do you have a solution to this? So sorry for the bother, I'm just getting into blender!
try using a mixamo model and see if it works ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ars_rEC3oP8.html if not that idk might just be expy problem. someone else had this problem too
@Artificial Light I already tried using a mixamo model and still had the issue. It must just be an expy issue. Thank you though! Update: For anyone else having this issue my problem was that I hadn't turned on rigify on in preferences yet. I believe it comes with blender!
Hello, I enjoyed the video very useful stuff. One thing I'm confused about is the Cascadeur step. What is the point of cascadeaur and how does it affect the model in blender?
I've been following this step by step a few times to try and get set up. I want to use mixamo animations but even after I convert to a mixamo rig (which is fine for me, I tink the rigify is a bit much at the moment) I try and import a mixamo fbx animation, source it to my rig but nothing happens except the roller controls for the arms and legs follow the animation away from the body X'D I did get other stuff to work by following this though and it's so good, thank you for your help!
yeah that happens sometimes I'm not sure why... i think sometimes the position of both models matters you should keep them on world origin. it could be mixamo model as well you can try exporting your model as fbx and use that on mixmao and see what happens
@@ArtificialLight I actually did that My character uploads I don't know if it matters but when I go into skeleton view it looks like a giant ball of blues and not a skeleton. I'll try doing that but I was hoping to download a bunch of animation so I don't have to keep uploading him and downloading him to create something. I'll definitely keep fiddling with it though I'm glad it's not me. I also did keep the downloaded animation on the world origin and I also tried moving it, it was just weird how we would only take certain controls from the rig and move it. Thanks again for responding this is definitely a challenge and I'm learning a lot so I appreciate you
I figured it out. I rename and roll the bones then dup the armature, I turn my current mature into a mixamo ik rig with the mixamo add on and then import animation, create bone list with the copy in rokoko and target the copy with the animation then go back to mixamo and use the copy and target that onto the ik rig. It's annoying with the extra steps but it works!
ah. i see i should have watched this before i exported the model and got to blendering amateurishly. are the collisions necessary if you were to want to import the model into ....unreal engine? for a little game?
Awesome tutorial, subscribed! Quick question though: I'm trying to export my model as an FBX, and reimport it into a different Blender file (I want to pose two or more characters together). However, the FBX doesn't keep the custom bone shapes, and instead reverts them back to the Octahedral bones? So for example, the model's head bone changes from a circle to a bone with a head and tail. When this happens, the model doesn't move in Pose Mode. Any tips? Thanks in advance!
yeah that's just how it works. don't bother exporting fbx if you're just going to reimport it back to blender just put everything in a collection and append or straight up copy paste it
this is a great tutorial but uhh how did you seperate the shirt from the rig im on the clothing sim part- and i cant edit the jacket if the whole body is selected sorry for the trouble
in edit mode select any face and ctrl+l or just press L while hovering the curser over the object ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bxelGdpMx-w.html
Have you tried this with Vroid to UE5 rig? I’m really thinking of buying UEFY if I can convert my character models to work with UE by default. Especially if you can save the facial shape keys somehow.
i have used vrm4u plugin to import the model to UE, that worked out pretty okay. I don't know about UEFY tho there's also some free addons like "Game Rig Tools" that you can try as well.
It looks like my comment was deleted? Weird idk if its a glitch on my end but ill say it again. I had an issue w/ the add on it says Traceback (most recent call last): File "C:\Users ame\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\VroidMixamoRename.py", line 107, in execute bpy.context.object.data.edit_bones['mixamorig:LeftShoulder'].roll=+math.radians(180) KeyError: 'bpy_prop_collection[key]: key "mixamorig:LeftShoulder" not found' location: :-1 (copying comment in case it glitches again lol)
Is there a community that a bunch of people using this or similar method to create 3d anime animation? I kinda want to make more friends and learn more with in it.
@@Tsero0v0 well i made a discord. it's been pretty quite lately but i share whatever I'm doing there every now and then so you're welcome to join. i put the link in description
do they get backwards? try doing it with some other model and see it it still happens sometimes the armature changes based on the cloths so maybe that's messing with or something but idk
Hi thanks for such a great guide and awesome tools! A little stuck on the textures, where do they get exported to? because I cant seem to edit them in blender and using the convert plugin seems to mess up the default textures.
i followed all of the step until this one at 13:31, after you offset the eyes bone into head bone and move it while the eyes and head are selected, the eyes didnt move for me (ive tried many things like seeing the bone constrant and try to redo the segment) it didnt work, did i forgot some steps, or its a normal thing? (sorry for my bad english)
@@ArtificialLight i guess its because i haven't change it to individual origins pivot (turns out I've been using the bounding box one), the eyes work perfectly now, tysm!!
So I'm having an issue where when I make my metarig it's not scaled properly so when I re-generate a rig it's also not scaled properly. Any help on what I might be doing wrong?
@@ArtificialLight The stuff u do differs on some part man... Like if they had a huge update... That's fine tho. But the biggest difference is on shading, the node name, grouping, material output node, etc :'c I use VRM 0, so I suspect the vroid version may affect it
hey buddy, my shader have very different toon shader(maybe some update in vroid), it does not have separate main textures but an entire setup of mtoonshader, and its kinda difficult for me to navigate through it, do you have any solution? or any tutorial for that?
if you don't plan on using that shader then just delete everything and do it from scratch. the textures are all still in the blendfile, if you add an image node you can find all of them in it's dropdown
so i was able to follow all the steps but there is one problem I'm facing as soon as i generate a meta rig using rigify my model hands are twisted in a weird way also the hips are having same problem when i try to move it.... what could be the possible problem? i did try to use tris to quad vertex does that make things worse?
@@ArtificialLight hmmm I clicked the rename addon twice, repeat everything and now even the rig is not working Also if I join everything back, the hair is moving the face in a weird way. And just with the avatar I need hahahha
Hi sir, its me again...at 17:52 when u show the shader to rgb toon we can see the alpha of the eyebrow and some part of the eyes is visible. Please kindly explain how to get rid of that, i already searched on internet and stil didnt get any solution, i also tried the node concept u shown at 18:56 and didnt work. Sorry for the trouble, Thank you very much
mix shader it with transparent shader. pretty much what i do with the cycles toon shader. also what about the node concept not work can you describe it?
Hello!! For some reason my limit contraints don't work :( I can't figure out why, and I'm not a complete newbie in blender (though I barely know anything about armature) I am in local space, I have applied affect transformation... But also for some reason it's not only affecting the eye, but the whole skeleton. And When I try to copy constraints, ti's just saying I can't because there's no active bones with restraints.
@@ArtificialLight Ok I'm embarrassed again 💀 For some reason, my right eye is perfectly fine when moving in X (And all other directions) but my left eye is going absolutely crazy? It goes diagonally up instead of straight up, while the Z is working as normal. I don't know what happened lmao Any reason on why this happens?
hmm copying constraints is kinda confusing tbf. make sure everything is same in both of them and the Z values are swapped (8:30). or you can just remove the constraints and set them up manually.
huh that's weird.. if i assume you seperated that stuff right? if so your character might be using the wrong armature in the armature modifier or something
I'm very new to blender, how can your shading menu look simple and divided into small tabs? mine looks very complex and I can't find the main texture tab in the shading. After i seek in the material tabs.. there is "no output node" at surface menu. pls teach me
i just moved stuff around in default shading space. i suggest looking into some layout tutorials ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-7DNmaR7TKwU.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ebzGMqVg_h0.html
@@ArtificialLight omg..thanks for the reply, after watched the video that you recommended unfortunately i didnt get any solution. I already watch ur video repeatedly and the difference between your video and my problem is only in shading process. Just to mention that when i follow ur step at 3:42 to change viewport shading to texture, mine just look all black not colored like yours. Im very frustated about this, i already export the vrm from all vroid app versions, i even tried to work in previous blender version :") if you are willing ,may I send my blender files for you to find out what really happened. Thank you very much
@@caygm oh right that's cause the new version of vrm importer does it differently. it looks nicer that way but if you want to do what i do you can just delete all that
Hello ! I saw your tutorial and I have a problem, when I export my model vroid in Fbx and I import the model in the cascadeur, There a only armature but the model is not here, do you have advice for this please ?
I need help it seem im stuck at the rigfy.... it seem the part you do conversation>extract metarig it didnt like click able for me can you tell me what i need to do cause im a bit lost here
@@amsyarsahrim oh that's a mix node it renames itself once you change it. but if you're trying to do the shader to rgb toon shading, you're better off finding another video cause i didn't really use it here it's just for demonstration and i didn't even do a good job at it
Using blender 4.1, after I renamed the vroid bones, and i created the control rig with mixamo everything is fine escept the hair, all the bones in the hair are gone or at least i can't see them, does anyone know how to fix this?
Hello and excuse me, can u help me like in 33:41 how to make it can be edit? In my vrm model, i can't edit my vrm face using Proportionate edit and it's just move everything on the face Model some how, can i get answer and help please? And sorry for my English, I'm bad at this language 😅
This was a very good tutorial and very in depth but it moved way to fast even on the lowest speed. Im sure this was suppose to be for anyone familiar with blender already.
yeah I'm still learning how to do the whole tutorial thing. it's pretty hard to find the right balance since everyone is on a different level... absolutely going through everything would make the videos waaay too long and boring so i just have to hope that beginners will just look up and learn some stuff on their own
switch to individual origins it's in this at the top docs.blender.org/manual/en/2.80/_images/scene-layout_object_editing_transform_control_pivot-point_popover.png
I have an issue where whenever I change the original Vroid (VRM) shading, the texture of the inner mouth ends up being replaced by the texture of the face so it just looks like skin on the inside. If anyone knows how to fix this, please let me know
Hi! thanks so much for such a great tutorial, but I've been sitting on shading for a very long time now.... Please help me who knows how to fix it. I did everything according to the tutorial, but when it comes to shading... I'm stumped. We have different default nodes for some reason. You have the main texture, I have mtoon texture uv and lit color texture. shadows don't work at all unfortunately. pleaseeeeeeeee helppp
oh yeah the default toon shader is different now. you can just delete all that. you can just manually add an image texture node you'll find all the textures in the drop-down
I tried with the image texture texture, but the color there was not saturated... I'm sorry, but I'm a little dumb. aah well thanks for the tips))) can you tell your vrm add-on version please?@@ArtificialLight long life to you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
i seen this i been searching for LITERAL HOURS, so what my problem is, i get my vroid model i get it into blender i been animating for 2 days now so ik how to use most stuff but. ANYWAY what my problem is i try to animate the mouth and i dont see no bones to animate it so i look on yt searching faster then a baby finishing their milk. and i find NOTHING TO HELP ME, so i came back to your video and i didnt finish it and its 30 minutes and......well i gotta watch my minecraft but, if u can help me with this like. see if there is a way for me to animate the mouth quickly bc ....i gotta watch my skeppy, but if u do end up reading this comment, please reply to it with some help, i really wanna start making my own 3d anime on youtube, so thank you
@@ArtificialLight sorry for wasting ur time but i tried to use to shape keys and it didnt work, my character dosent have those small black lines, and idk if i need them to edit it, idk if i missed anything to get it ethier so, if u could help me out again i would really appriciate it, ty
@@Demestial you should look into how shape keys work first ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-o4OV6rL90aY.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yg3RSTV2JnQ.html also vroid models already have bunch of pre made shape keys just try those to get the hang of them you only really need to worry about making your own if you want to do a specific expression you can't do with the pre made onces
@@Aelius2213 oh xD so you mean like when you export the character to fbx or glb and then import it or something? or you mean like appending? there're many ways idk what exactly you're doing so actually just ctrl+j join the head with rest of the body no reason to have it separate anyways
@@variaveith just plug alpha to apha. oh wait are you doing the other toon shader? cause I'm not doing that one, you can see the full shader at 19:05 it's just base color and alpha to where they should be and some rgb color in normal that's it
if you wanna do the 'real' toon shader with shader to rgb trick. pretty much every toon shading tutorial on youtube is about that. or you can just get some premade one
yes i think so. the pro version is only for big companies and stuff. there are some pro only features but they aren't that big of a deal aside from 300 frame export limit
x.x too fast for me to follow, any chance you can do one in real time? I'm trying to get a vroid character to look more anime in mmd. So far, she just looks all rubber and plastic.
idk anything about mmd. also sorry about that... i really want to do a proper voiced tutorial for this but that's probably not gonna happen anytime soon
i recommend checking out other tutorials for that specific topic they'll explain it better then i ever could ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ars_rEC3oP8.html even if it doesn't work for you it's not like it's a necessity anyways mixamo rig works well enough
@@ArtificialLight Well my biggest issue is rigging the additional bones like the hair and eyes, I don't know why it gives me errors when animating cause I made sure to follow the steps shown in your video I separate the bones and added them in their own separate layers and join the two armatures and then parent them to their corresponding bones and with all of that the hair and the eyes still deformed badly and I can't seem to tell why cause I rewatch the video many times and applied the techniques so why it deformed is beyond me
you can move the camera like any other object. if you mean move it with WASD like i do. it's a setting called walk navigation in view>navigation i have it set with shortcut shift+f. it used to be default so i forget that people have to set it manually now 😅
hello I have an original idea and I was wondering if you perhaps may be interested in, don't worry you won't have to work for me or anything like that I am looking for a partner on developing my story though
i barely get time to make stuff that i want so i doubt i can do much but if you want help there is a discord server and you can also contact me on twitter