Improve Your VTuber Face Tracking! [ Easy ]

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Hey everyone, my name is Feathers,  and I'm the cutest devil in the world! Welcome to my VRoid ARKit blendshapes tutorial! In this tutorial I'm gonna be teaching you  how to add really nice, expressive facial   expressions to your VRoid model, because  the ones built in aren't that great. This method will allow you to have really  expressive blendshapes, really allow you   to be really specific with your expressions  and have them come through on your model. I'm gonna be using VRoid Studio, HANA Tool  (costs like $7 USD), I'm gonna be using Unity. But yeah, those are really  the only tools you need. I have an iPhone, which is gonna  be your best tool for this. If you don't have an iPhone, completely  understandable--I believe there are some face   tracking apps that you can use for Android, like  Meowface, I don't know anything about that though. This should also work with a webcam,  but only with certain VTuber programs. I am also going to show you some cool little  tips you can do while you're in Unity that might   help you make your VRoid a little cooler  and fix some things you might not like. So, stick around for that as well. So yeah, let's get right  into it, hope you guys enjoy. Be sure to leave a comment if you have  any trouble, if you have any questions. Y'know, like and subscribe, hit the  bell so you don't miss any other videos. Let's get right into it! Alright, so here we are in VRoid Studio. We're starting here because we  have a pretty important step   that we need to do before we move to Unity at all. So, here we have our export screen, this is the  screen that pops up when you click "export". We're gonna be looking at these menus in  the top right corner, these ones up here. Here, there's a menu called "reduce  polygons", we're gonna open that,   and there's a lot of sliders, checkboxes,  we just wanna uncheck this one. Don't check anything else, don't mess with any  of the sliders, we're gonna leave those as is. All that messes with vertexes and polygons,   and HANA tool does not want you to mess with  that or else you won't be able to use it. And then you just press  "export", and export as normal! Alright, so here we are,   this is the Unity website. This is  where you're gonna download Unity Hub. You don't really need Unity Hub per se, but it'll  help a lot, it'll make installing things go much   much smoother, a lot easier, it'll keep all your  projects organized, all your different files. Really makes things a lot  easier, a lot more productive. Definitely download the Unity  Hub, it'll help a lot, I promise. These things can get confusing, Unity has a lot of  files, you're gonna lose everything really fast. But yeah, after downloading,  let's head over to the Unity Hub. Alright, and here we are in Unity Hub. This is generally what its gonna look like,   you're gonna have your "Projects", "Installs",  on the left side, which are the relevant ones. Up on the top corner over here, you're gonna have  "Open" and "New Project". If you click "Installs",   you can click "Install Editor" up here, and  I would go with whatever they recommend. If there are problems, then UniVRM, one  of the plugins we're gonna be using,   will recommend a certain version of the editor. So you just wanna... If it's not  here, you can go to the archive,   click that link there, and try to  find whatever one it recommends. If you're having any problems,  like weird issues that come up,   you probably wanna try downloading an older  version that UniVRM or HANA Tool recommends. Alright. Now that we have  our Unity Editor installed,   you're gonna click "New Projects",  this big blue button right here. It's gonna give you all these  templates, just make sure you're on 3D. You can select your editor version up on  this dropdown, as you can see I have a ton. I'm just using this one--This is the one  I'm gonna be using for the tutorial cuz   this is just kind of my default,  but it should be pretty much the   same in newer versions of Unity, I  don't think it'll be any different. And then here, we just have your Project  Name, you can just put, like, I dunno... You can put, like, the name of  your VRoid... "VRM_Blendshapes". You usually wanna use underscores (_) rather than   spaces--Generally pretty good  practice to use underscores. And then as for the location, I recommend  whatever drive you have a lot of space on. I wouldn't recommend putting it on an  external drive, generally you don't   wanna work off of external drives  cuz that might corrupt your files. Once you're ready, you just click "Create Project" And depending on how powerful your computer is,   it will take anywhere from, like,  a minute to like, five minutes. You'll have all sorts of loading screens. Pretty much, you just wait. And if it looks like it's stuck, just  keep waiting because it'll take a while. Alright, so here is the link to our  first download, and our most important. We're here at the GitHub page for UniVRM. Now, I always have issues with the  way GitHub lays out their pages. What you're gonna wanna do, is just scroll down,  and it'll give you the README, which is this. Big letters here, colors, just look for this box. If you scroll down, there'll be a link here. Click "Download here". I recommend making a folder for all of your  Unity packages, you can put it on your desktop,   documents, wherever you think you'll remember because you're gonna need  to use these multiple times   if you plan to use this for multiple characters. Alright, here's our second download. Now... I know what you're thinking. "What the hell am I doing, it literally  says 'This is old' right on the thumbnail." We're going to be using this version  of HANA Tool for the tutorial, because this is what I always use. I know there's a new version of HANA Tool,   and I've had people in my comments  on the previous video saying "Oh, this doesn't work anymore" "This option isn't popping up for me," "This option is in a different place," "All the menu options are different," I have never used the newer HANA tool,  and this one has always  worked perfectly fine for me. It's 1,000 Yen, which is like... $5 -- $7 USD. So we're gonna be using HANA Tool. V4 does not work with VRM 1.0 avatars,   so be sure you have a 0.XX. Buy it, download it, and I'll see you in Unity. Here we are in Unity, I have my  folder with the downloads in here, and this is gonna be a really easy process. So basically, from those downloads,  you will likely get three files. From HANA Tool, you might get a .zip  file that you'll have to unpack. So you wanna make sure you  have the UniVRM packages. Pretty much you just wanna click on your package,   drag it down here into the "Assets" area of  your Unity editor, click and drag, it'll load. It'll give you this big ol' thing over here, just  click "Import", this little button right there. Once that's done, a couple  of folders should pop up. If you do have the second package,  you can drop that one in as well. And then, once you have those in, you  wanna go to your HANA tool folder,   and here you're gonna have two packages as well. You're gonna wanna import both of those as well,   so I'm gonna start with the "VRM" package,  just drop it in there just like we did before. Click "Import", this one  shouldn't take as long I think. Yeah, there it goes. And then the second package, it  says everything's already in there,   so we don't have to worry about that. So, you just wanna go up  here, "VRM0", click on that "Import from VRM 0.x" It'll open up your file finder,   you just wanna find wherever your model is.  (The VRM file, make sure it ends in .vrm) Find it and click "Open". It's gonna give you another file finder pop up,   you can create a new folder,  just name it, uhh... "Model". Click "Save" on your new folder.  Or you can just save it, already,   you don't have to make a new folder. Once that's done it'll plop another folder,  the one you just made right there. Open that. There's gonna be a bunch of folders.   But there should be this preview of your model  right there, it might just be a blue cube. Whatever it is, you just wanna  click, drag that up into here. But yeah, you can scroll  in with your scroll wheel,   click your scroll wheel and drag  to pan up, right mouse to rotate. If it has a weird shadow,  don't worry about it for now. I'm gonna show you a couple little tricks first.   Like I mentioned earlier, some  things that you might wanna do. So now, I'm gonna show you some fun  things, I'm gonna explain some folders,   I'm gonna help you with a couple of  things that you might wanna know. So, if we go over here on the left side, we can  see our Assets, we can see our Model folder,   just open it right up, you can  close any of those other folders. Otherwise, don't really mess with any of that. Now, if you go to "Materials", you'll  see a bunch of stuff pop up here,   a bunch of little balls with textures on them. In this section, you can  change the color, thickness,   anything of any outlines you have on your model. As you can see here, my hair doesn't  have an outline. Nothing has an outline. But I do want outlines, cuz I  really like that toon-ish look. So let's go to our Hair texture (material),  I have a few... We'll just go to one of them. You'll see here (right side) the  options for the shader pop up. We don't really need to worry  about any of this for now,   but let's change... Let's  add an outline to my hair. Scroll down a little bit,  you'll see a section called   "Outline", you wanna go to "Mode". I usually pick "World Coordinates". Let's take the slider, you can see it  pops up right there, that black line. You can set it to whatever you like, I  usually recommend something a little thin,   or else you might get this effect where  it clips through other parts of the hair,   or it looks like its floating a little bit... I'd recommend something kinda thin. And then here, you can do the color,   you can select any color you like.  (Red, black, white, whatever.) But mess around with it, do whatever you want!  You might get some cool effects that you'd want. The rest of this stuff is a little more advanced. If you want rim lighting, you can add  that. Emission is basically glow-y,   if you want stuff to glow you can do that  (it doesn't show up in the editor sometimes). You can find some tutorials  on emission maps and all that,   but I'm not going to go into that  here. It's a little advanced. As you can see, there's like this pink  shadow on my skin. Let's take a look at that. If we click here on my face material, you'll  see the "Shade Color" is pink. If you're like,   'I don't really want pink shading, I don't  want any shading at all,' You set it to white. Maybe you want a different color shading,   like, my colors are red, so maybe  I want like, a dark red shading... If it's kinda distracting, you can just click   that lightbulb (upper right), turns  off all the lighting in the scene. Same here with the "Lit Color, Alpha",  This is just the basic color. If you   want your skin to have a certain,  like, tone, you can set that color. Let's go to the glasses.  Let's talk about transparency. So VRoid glasses already have  transparency built into them. But,   say, you have like a dress or a shawl,  something you want to be kind of see-through. Let's do it here with my jacket.  Just for demonstration purposes,   let's say I want my jacket to be kinda  sheer, like a see-through fabric. So we have over here, "Rendering Type",   we switch that to "Transparent". Under "Lit  Color, Alpha", (what we were just looking at) we're gonna see this one right here. The alpha  channel, which basically tells the program whether   you want it full or a little transparent. You can  mess with that a little bit, and as you can see,   as I adjust this slider, my jacket  gets more or less transparent. There's also the "TransparentWithZWrite"  which might give you better results,   something more like what you're looking for. Though one warning I will give you, is that if  you use a green screen in your tracking program,   it might not work very well if you're keying it  out in OBS. Your fabric will show up kind of green   and it won't look great. Just  a little warning with that. Alright, so I've successfully edited  all my materials, added outlines,   transparency, whatever I want. Now, it's time to put the blendshapes  on. The focus of this tutorial. So we're gonna wanna go up  here (top middle), there   should be a little thing that says "HANA Tool". You click on "Reader". It'll give  you this, there's male and female. And then you're gonna get this little  bar that says "Skinned Mesh Renderer".   You just wanna click this little  circle, (this might be confusing,   there's gonna be a lot of different  things), you just wanna click on "Face". Double click that (Face) and it should pop  up there. Just click "Read Blendshapes".  It should give you this, "Finished reading  blendshapes and added then to the mesh". If it gives you an error, it should tell  you ~"Turn off this setting in VRoid" or   something like that. If it gives you something  weird, let me know and I can try to help you. Click "Okay" and just close out of this. Go back to "HANA_Tool" and  click "ClipBuilder", right here. Come over here, to your model--Click, drag  that into there. And press "Clip Build". It'll say "Finished to Clip Build", click OK, and  now all your blendshapes are there. But if you   wanna see a preview, if you wanna edit anything,  you can go here, to your blendshapes folder.   (3rd folder down) It'll give you a lot of stuff.  You just wanna click this third   option here which should be the controller. It'll show you here, you should have  all your blendshapes right there. Further, down here, is the preview for your model,   you can drag that up, you can rotate that  using your left click to click and drag. Let's see what one of these looks like.  Let's go to the "TongueOut" blendshape. You can see, she's sticking  her tongue out, pretty cute. In my last tutorial, I said you can delete  some stuff, you don't really have to. Though, something I have noticed is that even  though you can see it here, the jaw movement,   it usually will not show up in tracking apps. I don't know why, but I have  never have gotten this to work,   I don't know if there's some weird secret...  Or if I'm just built different, but, [ laughs ] Let's do some adjustments. So  if you look here at the squint,   you can see my eye highlight is poking  through my eyelid, we don't want that. You can scroll down. There should be a little  teeny tiny menu right there that says "Face",   click that, it'll open up a big ol' dropdown. Here you can see we have all our old  blendshapes. And we have all our new blendshapes. So we wanna get rid of that ugly clipping  right there. So let's scroll up... Here, we can see that the generic  VRoid blendshapes have an option   to get rid of the highlight,  so we can scroll that up... We still kinda want it there, but that  way if we just do it a little bit,   we can see that it's still there but its  not poking through our eyelid anymore. Let's create a new blendshape that we  can toggle with our tracking software. Let's name it "HighlightSmall." We're gonna make,  like, a yandere type of face, so let's do that. You can see its right here in our list, it  pops up there. Let's open that menu again. Let's pick out the blendshapes that we want.  So, I'm going for a yandere type of look,   so we wanna hide our highlight... So  let's put that (slider) all the way. And we wanna also make our irises small.  So what we're gonna do is we're gonna go   into our generic blendshapes where  it says "EYE" -- "Fcl_EYE_Surprised" This blendshape makes our irises  small. There's not one by itself...   But let's set it to right there  so that it's not too much. Boom, we have our custom blendshape. You're not really gonna be able to trigger  this automatically, unless you add it to   some other thing, like a frown or MouthLeft,  or something you can do with your face. You can add those on top of it and it'll  trigger it whenever you do that face. Now that we have that... I said in my last video that you  wanna adjust this one cuz it looks   ugly, but this is actually how it's  supposed to look. So, that was my bad. So let's go up to here, our VRM0  section. Click that, "Export to VRM0.x" Now we have this window, it says "VRM Exporter",  we're gonna grab our model over here (left side),   drag and drop into the "ExportRoot" bar... It might give you a version error if you  didn't do that earlier, you can edit that. Here, these options pop up when you  export your VRoid from VRoidStudio,   if you wanna edit those, if you  wanna fill in any of this, you can. Click "Export", export it into... It'll  give you the general Unity folder,   I wouldn't recommend putting it there. If you have some other   folder that you'd like to put all your  other VRMs in, I recommend putting it there. I'd also recommend changing the name so  you don't get them mixed up. I just put the   blendshapes on this one, so let's just call  it "Final", because that's all I wanna do. Click "Save", put it in the folder. Alright, and you're all done! That's just really the basic blendshapes.  You can use these in pretty much anything. You can use them in VNyan, VSeeFace,  Warudo... You can use them in apps,   such as Hyper Online, Virtu,  whatever VRM apps on your phone. They should work pretty well. As I said before, I do not know how to have  these working with webcams or Android phones. I know that VNyan in particular  supports webcam and I believe   she (Suvidriel) has a tutorial on how  to set that up if you have a webcam. I do think you're going to get the  best results if you use an iPhone. Yeah, but I hope this helped you  out. This will work in pretty much   any tracking software, you should  notice an immediate difference. Let me know if you have any  questions. Leave a comment. In the description, you will find all  the links for everything involved. Let me know if you run into any trouble,   or let me know if you have any other things you  would like to know about editing your avatar! I will say, my blendshapes look  really good! You can see, my jaw,   moves quite a bit when I  open and close my mouth. I   used Blender to edit my blendshapes further,  and you can do that as well, it's really easy. I might do another tutorial about that in  the future. It's a little more intense,   in terms of technical knowledge. You'll have to learn how to use  Blender and all that. Let me know   if you wanna know how to do that,  and I will help you out with that! I will make a tutorial if enough  people are curious about how to   further edit their blendshapes in Blender. I hope you guys enjoyed that! Don't  forget to like and subscribe :D Check me out on my other social media if  you like my model, or my.... my voice,   or whatever! I play a lot of  videogames, I stream on Twitch,   I'm on Twitter, Instagram, all  those things. Check the description! I hope to see you again soon, though~ I hope you enjoyed the tutorial,  and I'll see you guys next time! Bye-byeee~ ;P
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Channel: devilfeathers ch. 【Eclipse】
Views: 2,727
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Length: 22min 49sec (1369 seconds)
Published: Tue Aug 29 2023
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