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Avatar introduction manual Written by
This page explains how to set up Unity, how to upload avatars, how to change clothes, etc.
All tips related to working with Unity are collected here.
Prepare in advance
ÿ Unity 2019.4.31f1 Unity official installation manual here
ÿ VRCSDK3 - Avatars
ÿ DynamicBone (recommended)
table of contents
Unity project preparation
Upload your avatar (easy)
Uploading an avatar (including minor
alterations) Dressing up an avatar (basic
dress-up) Combining outfits (advanced
dress-up) Adjusting the position of some clothes (dress-up + ÿ)
Add props to your avatar
Unity project preparation
Unity project preparation is required to upload avatars to VRChat.
Step 1. Unity layout change (optional) Change
to the layout used in this manual. Launch Unity and select "2 by 3" from "Layout" at the top right of the screen. After
changing the layout, adjust the position of each window.
Since the Project window icon display is bulky, select "One Column Layout" from the upper right of the same window (next to the key mark) to display only the
list. After that, we will proceed with this layout as a template.
Step 2. VRCSDK3 Setup
Import "VRCSDK3-Avatars". After the import is complete, select "Show Control Panel" from the "VRChat SDK" menu
Open the "VRChat SDK" panel, enter your Username and Password from "Authentication" and sign in.
Step 3. Dynamic Bone Import (recommended)
Import "DynamicBone" from Asset Store.
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Note: Dynamic Bone installation is optional, but if you do not, you will need to remove any
Dynamic Bone components set on your avatar before uploading your avatar. (If you leave it as
it is, the "Build & Publish for Windows" button will be grayed out and you will not be able to upload.)
Step 4. Light setting
Default Light is yellowish, change it to white.
Select "Directional Light" from the Hierarchy window and change the Light color to white in the Inspector window Color item.
Unity project preparation or more is complete.
Upload your avatar (easy)
Prefabs set up as avatars are in the Prefabs folder in the Unity Package starting with "CH". Below is an example
of "uploading KRONOS to VRChat with haste".
Step 1. Import avatar "YMToon"
"CH_002_kronos" Package.
From the "CH_002_kronos" folder in the Project window, put the "CH_002_kronos_combined" Prefab into the Hierarchy window.
KRONOS will be placed in the Scene.
Step 2. Select "Show
Control Panel" from the upload "VRChat SDK" menu to open the "VRChat SDK" panel.
Upload by pressing the "Build & Publish for Windows" button from "Builder". If the
"Automatic lightmap..." warning appears, press "Auto Fix" to automatically correct it.
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That's it for the upload (easy) steps.
Upload your avatar (including minor alterations)
The Unity Package starting with "CH" contains prefabs that are divided into parts in addition to the above prefabs for easy upload. Below
is an example of "Uploading to VRChat with a little modification to KRONOS".
Step 1. Import avatar "YMToon"
"CH_002_kronos" Package.
From the "CH_002_kronos" folder in the Project window, put the "CH_002_kronos" Prefab into the Hierarchy window.
KRONOS will be placed in the Scene.
Step 2. Hide parts/Change material
"CH_002_kronos" Prefab Unlike "CH_002_kronos_combined" Prefab, it is designed to remove arbitrary parts such as hats and
bags. Let's remove the KRONOS hat this time.
Open the "CH_002_kronos" Prefab from the Hierarchy window, select "SM_kro_cap", and uncheck the upper left corner of the Inspector window to hide it.
"SM_kro_hair" is set to a material with a hat drop shadow, so change it to a material without a shadow.
Select "SM_kro_hair" and in the Inspector window Skinned Mesh Renderer ÿ Element 0 frame in Materials (hair material is assigned),
Set the "M_002_003_a_hair_noshadow" material from the "CH_002_kronos" folder. Confirm that the hat shadow is gone in the Scene window.
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Note: You can also drag and drop the material directly onto the model on the Scene window.
It is possible to change it, but if the parts are detailed, there are some things that do not go well,
It is recommended to change from Skinned Mesh Renderer.
[Prefab mode]
To the right of the prefab in the Hierarchy window is a small right arrow. Click this to
switch to "Prefab mode" and change the appearance of the Scene window.
The original Prefab is directly edited in Prefab mode, and auto overwrite is on by default,
Please be careful not to touch it carelessly.
Step 3. SkinMeshCombiner Due
to the design that prioritizes ease of modification, the number of meshes is large, and the avatar
load is high. Combine meshes into one using "SkinMeshCombiner" to optimize your avatar.
Select "K2Ex_SkinMeshCombiner" from the "AvatarTools" menu to open "SkinMeshCombiner".
Set the "CH_002_kronos" Prefab in the "Avatar or Costume Object" frame and press the Synthesis button.
Note: Change the SkinMeshCombiner "When mesh files with the same name exist" setting to
It is recommended to change it to "Add by serial number alias".
(Default "Add by overwriting")
"CH_002_kronos (Clone)" (can be renamed) is generated on the left side of the Scene window,
Confirm that there are two meshes in the Hierarchy window, "Body" and hidden "SM_kro_hat". Delete "SM_kro_hat" as
it is. You can also delete the "CH_002_kronos" Prefab (original) in the Hierarchy window as it is no longer needed.
Step 3. Reconfigure Anchor Override and Avatar Descriptor
Due to tool convenience, Anchor Override and Avatar Descriptor settings will be partially removed. First reset
the Anchor Override. Select "CH_002_kronos (Clone)" "Body" from the Hierarchy window,
Set "Hips" under Armature in the "Anchor Override" frame in the Inspector window Skinned Mesh Renderer.
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Next, reset the Avatar Descriptor.
Select "CH_002_kronos (Clone)" from the Hierarchy window, and select the LipSync item "Face Mesh" in the Inspector window.
Set "DR_002_kronos_head(Clone)" and "Body" in the Eyelids item "Eyelids Mesh".
Step 5. Upload
Select "Show Control Panel" from the "VRChat SDK" menu to open the "VRChat SDK" panel.
Please upload by pressing the "Build & Publish for Windows" button from "Builder".
This is the end of the upload (including petit modifications) procedure.
Dress up your avatar (dress-up basics)
Use the body Prefab and clothing Prefab for changing clothes. It is in the Prefabs folder in the Unity
Package starting with the body Prefab "BB" and the clothing Prefab starting with "DR".
Below is an example of "Kei's Outfit on KRONOS".
Step 1. Import body and clothing
Import "YMToon" "BB_002_kronos" "DR_004_keis_outfit_women_l" Packages.
Put the necessary Prefabs into the Hierarchy window from each folder in the Project window.
"BB_002_kronos" Folder ÿ "DR_004_keis_outfit" folder
"BB_002_kronos_head" Prefab ÿ ÿ "DR_004_keis_outfit_a_women_l" Prefab
"BB_002_kronos_hair" Prefab ÿ "DR_004_keis_outfit_boots_women_l" Prefab
ÿ ``DR_004_keis_outfit_ring_women_l'' Prefab
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Step 2. AvatarAssembler
Combine each Prefab into an avatar. Open AvatarAssembler by selecting K2Ex_AvatarAssembler from the AvatarTools menu.
Increase the clothing object frame with the "+" button, set the "BB_002_kronos_head" Prefab for the avatar object, set
other Prefabs for the clothing object, and press the dress-up button.
Confirm that "BB_002_kronos_head (Clone)" (renaming is possible) has been generated on the left side of the Scene window.
You can delete the original Prefabs in the Hierarchy window as they are no longer needed.
Step 3. Skin Mesh Combiner
Optimize "BB_002_kronos_head (Clone)" with "SkinMeshCombiner" in the same way as in "Upload avatar (with minor modifications)" Step 3. Please delete
unnecessary ones and set Anchor Override and Avatar Descriptor again.
Step 4. Change skin material
The kei skin material is still set for the skin part after changing the kei outfit. Let's change to the KRONOS skin material.
Select "Body", and in the frame where the skin material is set in the Inspector window Skinned Mesh Renderer ÿ Materials,
Set up the "M_002_002_a_kronos_skin_nude" material from the "BB_002_kronos" folder.
Check that the skin color has changed in the Scene window.
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That's all for dress-up (basic) procedure.
Combining clothing (applied dress-up version)
Please see the video below for how to change clothes, such as wearing a jacket on standard
clothes. how to put on coat
Detachment mounting methodClick here
Adjust the position of a part of the clothes (dress-up + ÿ edition)
in preparation
Add props to your avatar
Use avatars and accessory Prefabs that can be uploaded to add accessories. Small
Prefabs are in the Prefabs folder in the Unity Package starting with "OB". Below is an *Please do this after adding the accessory Prefab and applying the avatar "SkinMeshCombiner".
example of "giving a bottle to KRONOS wearing Active Wear". "SkinMeshCombiner" may not work if the avatar contains small prefabs.
Step 1. Small item import
Prepare a KRONOS wearing Active wear with reference to "Dress up your avatar (Dress up basics)".
Import the "OB_002_bottle" Unity Package.
Step 2. Attach accessories
Find a bone to attach small items to. It is assumed that the KRONOS bottle is held with the right hand,
Open the avatar (this time "BB_002_kronos_head (Clone) (Clone)") Armature from the Hierarchy window and find "Hand_R".
In "Hand_R", there is a GameObject called "bottle_guide" for alignment, so put "OB_002_bottle" Prefab from "OB_002_bottle" folder here.
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Move the inserted "OB_002_bottle" Prefab directly under "Hand_R" and confirm that the "OB_002_bottle" Prefab is oriented correctly.
Note: "ÿÿ_guide" for alignment, set only for products that are intended to be attached (eg: Active
wear and bottle, swan and glasses, etc.).
Please adjust by yourself when attaching accessories to the part without "ÿÿ_guide".
Step 3. Optional: Depending on the hand sign
replacement product, there may be an animation clip dedicated to small items.
This time, replace the standard Animation Clip with an Animation Clip with a hand sign holding a bottle.
If the Animator window is not displayed Open the Animator window from the "Window" menu.
Select the "A_002_001_ctrl_kronos_gesture" Controller from the "BB_002_kronos" folder and select the "Right Hand" Layer.
Select an arbitrary State (this time fist) and set the "A_002_bottle_hold" Clip from the "OB_002_bottle" folder in the Inspector window Motion frame.
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Step 4. Optional: Bundled with Radial
Inventory By using Yagihata's "Radial Inventory System V2", you can control the display / non-display of small items with VRChat.
This time we will be able to turn the bottle on and off. Import the "RadialInventorySystem" Package from the product folder.
Select RadialInventory from the Editor menu to open the RadialInventory panel. Set the avatar to "AvatarRoot" and press "+".
Set the "OB_002_bottle" Prefab held in the right hand to "Prop1", turn on "Default" if you want to display it in the initial state, turn off if you want to hide it,
Press "Apply to Avatar". Hide the "OB_002_bottle" Prefab in the Inspector window by hiding the initial state this time.
Select "A_002_001_ctrl_kronos_fx" from the "BB_002_kronos" folder and make sure the "RadInvLayerG1" Layer is set in the Animator window.
It's more than the procedure to give the avatar a small item. Upload your avatar and make sure it works.