Bake and Import.
- UniGLTF 0.125.0 is required to run. Download it from their GitHub repository.
- Git is required to install. Download it from gitforwindows.org.
- Unity® is required to be 2022.3 series. Older or newer series may work, but it will NOT be supported.
Following tools are optional. This tool can invoke their hooks.
- VRChat® Avatar SDK (Download)
- Non-Destructive Modular Framework (NDMF)
- Flag non-Rig bone as
<NoIK>
- Rename bones to be Rig-detector friendly
- Serialize processed avatar as glTF format
- Call VRChat Avatar Build hooks
- Call NDMF plugins
- Convert Material: Always exported as Standard Shader. This is technical limitation on UniGLTF. You may import them as XiexeToonShader (or any suitable built-in Shader).
- Convert Animation: Always ignored. You may want to reconstruct them by Protoflux after importing.
Tip
You may want to refer article written in Japanese by Yoshi, community member.
As described above, you have to install UniGLTF before starting. RIH can download and configure it automatically, so you may skip this step:
This method is equivalent to install from their GitHub release page.
Install this package via Package Manager.
As of writing, installing RIH requires Git to be installed. Other install method may be supported in the future. Obtain Git installer from gitforwindows.org (or alternative proper and favorite method) if you do not have one.
After installed git, open your Project.
Tip
You do not have to create separate project. RIH is designed to be non-destructive.
On your project, do following:
- Go to
Window > Package Manager
- Click
[+▼]
- Select "Add package from Git URL"
- Type
https://github.com/KisaragiEffective/ResoniteImportHelper.git#0.1.16
Snippet after #
specifies revision to be installed. By this configuration, you specify latest tagged version. This is recommended style. Refer Unity's manual to customize or install other version.
Warning
You may not want to refer un-tagged version. This is because doing so implies always fetch latest version, and it may have buggy code snippet. Tagged versions are slightly more stable.
Warning
The target avatar shall not have Missing Material on any renderer.
This is not supported: Those Material Slots will be ignored and be treated as the missing slot does not exist.
Example:
# of order | Assigned Material |
---|---|
1 | Foo |
2 | Missing |
3 | Bar |
is treated as following:
# of order | Assigned Material |
---|---|
1 | Foo |
2 | Bar |
Warning
The target avatar shall not have Missing Script. This may supported in the future, but is not supported at this time. See issue 168 to learn why.
- Go to
Tools > Resonite Import Helper
:
- Change language to Japanese if you prefer it.
- Set avatar to be processed.
- Configure "Export settings" if necessary.
Depending on your installation, following checkbox may change their state:- Invoke VRChat SDK preprocessor: Calls VRChat SDK preprocessor.
Implies "NDMF Manual Bake". This typically includes NDMF-based tools, VRCFury, etc.
This option cannot be used when the target does not have "VRC Avatar Descriptor". - NDMF Manual Bake: Calls NDMF Manual Bake.
This is useful when you are importing non-VRChat avatar.
- Invoke VRChat SDK preprocessor: Calls VRChat SDK preprocessor.
- Press "Start".
- It will be processed. Usually this will take a few seconds.
- The processed avatar appears on its field:
- Focus onto "Project" tab.
- Click the processed avatar field. By doing, the Project tab focused to it.
- Drag it to the Hierarchy. You can check if it does not look unexpectedly.
- Press "Open in file system". File explorer will be pop up on top of screen.
- Find a file ending with
.gltf
in the directory.
You drop the outcome onto Resonite window.
You can choose several options on import. I do not write it here because it is off-topic from RIH usage. But please make sure every material keeps their looks to avoid reworking.
Finally, implement workaround or find alternative solution. The following Unity and Platform-specific components cannot be exported because glTF lacks corresponding concept:
- Animation.
- Workaround: Configure ProtoFlux to toggle properties.
- Expression Menu.
- Workaround: Set up Context Menu to achieve similar effect.
- Any Renderer that is not a SkinnedMeshRenderer nor a MeshRenderer.
- Example: Trail Renderer.
- Unity Constraints and VRC Constraints.
- Workaround: re-implement similar logic by in-game Component and ProtoFlux nodes (thanks to Aetoriz's post):
- Look At Constraint and Aim Constraint map to LookAt component.
- Parent Constraint maps to VirtualParent component.
- Position Constraint and Rotation Constraint map to CopyGlobalTransform component.
- Scale Constraint maps to CopyGlobalScale component.
- Workaround: re-implement similar logic by in-game Component and ProtoFlux nodes (thanks to Aetoriz's post):
- FinalIK.
- Dynamic Bone and VRC PhysBone.
- Workaround: Configure Dynamic Bone in Resonite.
- VRC Contact.
- VRC HeadChop.
- VRC SpatialAudioSource.
- VRC Station.
- Particle System.
- Rigidbody.
RIH recognizes HUMANOID bones from ANIMATOR COMPONENT. Please re-check if necessary HUMANOID bones are assigned.
If it is made for VRChat, and has VRChat Avatar Descriptor, additional logic applies:
- If UNITY-AVATAR does not have left eye bone or right eye bone, RIH pulls them from the Descriptor.
- If your avatar is not treated as HUMANOID, then RIH does not flag any bone NOIK.
- If your avatar is actually humanoid, please configure as being from RIG-TAB.
- This is technical limitation, because RIH can't determine which bone should be used as IK bone.
It may be a known issue on Resonite side.
There is a report for hand bones, see Yellow-Dog-Man/Resonite-Issues#1031 for more information.
This is implemented in release 0.1.13.
Please report bug if it does not solve your case.
Typically, this is caused by Custom Shaders.
Note
Definition: Custom Shader
Any Shader on Unity except Unity's Standard Shader is considered as Custom Shader.
This including, but not limited to lilToon, Poiyomi, and UTS.
By default (and most case), following property are kept:
- Albedo and its transparency
- Normal map
Please let me know if that's not true.
Supporting around Custom Shader-specific properties in is poor.
However please remember that it will never be considered if you do not let me know.
Plus if you enabled "Bake lilToon's configuration into Texture" (behind Experimental Settings), Albedo is going to have those:
- Toon Correction
- 2nd / 3rd Main Texture
- Alpha Mask
It is not possible to cover all Custom Shaders. Because you may write one.
There are a few file in the containing folder.
Containing folder can be found in Assets/ZZZ_TemporalAsset/Run_{date}-{time}
.
- The file ending with
.gltf
- The converted glTF file.
The name is determined from your input. For example, Mafuyu will be exported asMafuyu.gltf
. - Backlink-related files. These file will not be created if original hierarchy not a Prefab.
serialized_local_modification.prefab
- Used for backlink.
Created if the Prefab instance has yet-saved overrides.tied.asset
- Contains backlink. Refers eitherserialized_local_modification.prefab
or original Prefab.
This project adopts "Semantic Versioning 2.0.0".
In addition to "Semantic Versioning 2.0.0", following rules applied:
- Each version component is increased by 1 in general release.
- If Major component is 0:
- Minor component is increased and Patch component reset to 0 if:
- Public API is changed in Not Backwards Compatible way
- Patch component is increased if any of following happens:
- New feature is implemented
- Bug fix is applied
- UI changes are made
- Minor component is increased and Patch component reset to 0 if:
Those are not counted as Public API:
- Any C# members (class, method, property, field, etc.) that:
- cannot be accessed from outside the codebase without reflection and patching.
- This includes
private
,internal
,private protected
, andfile
members.
- This includes
- marked with
[NotPublicAPI]
.
- cannot be accessed from outside the codebase without reflection and patching.
- Folder structure.
- Backlink component and its members.
This project may provide experimental feature or implementation. It is allowed to be disappeared without marking it as Not Backwards Compatible.
glTF and the glTF logo are trademarks of the Khronos Group Inc.
Unity, the Unity logo, and all related names, logos, product and service names, designs, and slogans are registered trademarks of Unity Technologies or its subsidiaries.
VRChat and all related names are trademarks or registered trademarks of VRChat, Inc. (https://trademarks.justia.com/864/50/vrchat-86450229.html)
「VRM」は一般社団法人VRMコンソーシアムの商標又は登録商標です。 (登録6365806)
Developer nor commiter may NOT be associated with above organizations.