Alternative Version of Mal's VRM0 Utility, but this time for Pure Blender users. Extends VRM Addon for Blender, and combines Przemir's ApplyModifierForObjectWithShapeKeys
This set of tools allows you streamline both binding of Shapekeys into blendshape proxies, and fix usual errors with VRM reference T-Pose.
Comes with an button to spawn an reference VRM Armature, modified to work with VSeeFace
-
Blender 3.3 or Later. (Tested on Blender 4.0 and 3.6... 3.3 has not been tested.)
-
(Built-In) Przemir's ApplyModifierForObjectWithShapeKeys dependency to address retargeting to armature
Open the Github page, Go to releases and download the io_extended_scene_vrm_#.#.#.zip
zip file.
In Blender. Goto User Preferences
, and Add-ons
. From there Install Add-on from File
and select the Zip file that we downloaded.
Enable the plugin under Addon Extension: Mal's Extended VRM
.
The Addon adds a new Toolshelf on the Right hand side of the 3D view VRM0 MalAv Tools
.
Additional Context sensative tool Panels appear on the Left when editing the Pose of Armature, or editing bones.
Right Hand Tab appears on the Right hand side. Panel appears when it is selected. Full feature set available if a VRM0 Armature is selected.
- Create Reference VRM Armature - Creates a T-Pose Reference skeleton of the height of 1.77m. Shows Reference Rolls one should match with their avatar.
When VRM Armature is selected:
- Test T-Pose - Uses the VRM Armature Bindings to set the avatar into the reference T-Pose. You can use this to debug the armature, and iterate on the rolls and positions of position of the skeleton in order to get it look correctly.
- Finalize T-Pose - Aggressively Bakes down all shapekeys to the reference pose on a a clone of the selected visible.
- Clones selected armature, and all it's visible children, incase of failure/restoration
- Moves these duplicates to a VRM-T-Pose collection,
- Post fixes duplicates with -VRM.
- Applies the Above Test T-Pose as the armature's new Rest Pose
- Bakes the new restpose to EVERY single Shapekey of all the visible child mesh. (May take a while)
- Generate and Bind XXXX Shapekeys - Myriad of Variants: Generates AND Binds Shapekeys to Blendshape Proxy
Supported shapekey sets:
- VRM
- VSeeFace extended
- VRC -> VSF
- ARKit (iPhone Face Tracking)
- Meta (Quest Pro Face Tracking)
- HTC Face Tracking
- Bind MMD Shapekeys - Generates Shapekeys ONLY if they exist in the mesh, as accoriding to a list of existing MMD terms.
- Clear All Blendshape Proxy Binds - Clears ALL Blendshape Proxy Binds . Handy when doing everything from scratch.
Left Hand Panel that only appear while in POSE_ARMATURE
or EDIT_ARMATURE
modes.
- Add Selected as SpringboneGroup - Adds all the selected bones into a single SpringBone group
- Add Selected as Colliders - Adds all the selected bones as Individual Colliders. Adds Colliders to Springbone groups.
- Clear Springbone Groups - Clears ALL the springbone groups
- Clear Springbone Collider Groups - Clears ALL the Colliders
Make sure to use git submodule init
and git submodule update
as we are using an external add on to bind shapekeys to new model.
Copy io_extended_scene_vrm
folder to your Blender Addons Directory.
On Windows this is under %APPDATA%/Blender Foundation/Blender/<BlenderVersion>/addons
If you are using VSCode, I HIGHLY suggest using Jacques Lucke's Blender Development Addon (JacquesLucke.blender-development
), which allows you to build, redeploy and debug blender add ons directly from the VSCode Workspace.
If you think my stuff is neat, feel free to check my other work at my ko-fi at malactus and maybe buy me a coffee, or two.
- Fixed more misunderstood reference issues with thumbs related to coordinates being different. Now Matches VRM Addon's reference.
- Spring Bone Colliders now bind onto existing Spring bones (when created)
- Adjusted scale of Sprinbone colliders
- Fixed Issues with Thumbs matching a misunderstood VRM reference. Thumbs now use the 45 degree X + 45 degree Z Rule.
- Initial Version with majority of the features