Import VRM Model From Vroid - CLIP STUDIO ASK

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Closed Import VRM model from Vroid
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by jiahajime
Hi, I started my life as mangaka since 2 months ago. I am still using 3d models to draw manga easily. Since I need posable models, I import models from Vroid which is designed for anime or MMD. I thought it will be easy if I can use Blender to export it directly to Clip Studio without buying unity or 3ds max. I use tutorial from here https://styly.cc/tips/blender-modeling-vrm/ But the models cannot use poses from CPS assets. They only could be posed manually and this is laggy. Is there any solution for this vrm models? Thank you for your attention
  • #Material
  • #Drawing
  • #import
  • #Tools
  • #CSP
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Published date : 5 years ago

Updated date : 5 years ago

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  • axeswing 5 years ago
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    Poses are used for a specific type of model created in one of Celsys's available modeling software. You cannot use poses on imported models directly from another software, as the information isn't applicable due to file differences. For this reason, Celsys has created a "3D Data Setup Tool" version of Clip Studio Modeler which is available for free and allows you to convert models created in other programs and for use in Paint. https://www.clipstudio.net/en/modeler Once downloaded you can import your model into Modeler, set it up as a character and link the bones, and then register it as a material for Paint. The instructions are available on that same page.
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  • うさぴょん 5 years ago
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    There are two easy ways I know. The sentences are very long. @ Method 1 https://yakumoreo.com/2019/03/02/vroid_to_clipstudio/ (External link in Japanese, please use web translation.) ・ Export VRM file from Vroid. ・ Download "VRM2PMXConverter" and convert it to a PMX file. -Rename the "PmxExport" folder to use it in another file next time. ・ Read the PMX file from “ClipStudioCoordinate”. ・ Easily perform bone mapping on the model read by “ClipStudioCoordinate”. This is easy. -Instructions will appear from the setting of the arm angle, follow the instructions to the end. ・ Create a thumbnail screen for material registration. ・ Register the material with a name. -"CLIP STUDIO PAINT" can be read and used. I tried it, but I can apply poses and the joints move. There are also physical settings. I think that there was no manipulator for the whole object, probably because of the old 3D setting, but operation is normally possible. When I applied the pose of the material, I think that only one finger of both hands was applied. I don't know why, but it may be due to the rough bone settings in "ClipStudioCoordinate". After that, I think that I could not put in the same layer (same perspective) as the material of the new 3D setting of "CLIP STUDIO PAINT". I think this is a difference between the old and new specifications. Materials created with "ClipStudioCoordinate" cannot be read at this time with "CLIP STUDIO MODELER". @ Method 2 https://shinrinmusic.com/vroid-clipstudio-import/#i-6 (External link in Japanese, please use web translation.) ・ Export VRM file from Vroid. ・ Introduce Unity (Personal) and create a new project. Unity (Personal) is subject to a minimum of $ 100,000 in revenue and proceeds over the last 12 months. ・ Go to dwango's Github page and download the “UniVRM” package. It is this page now. https://github.com/vrm-c/UniVRM/releases/tag/v0.55.0 File name> UniVRM-0.55.0_ce1c.unitypackage -Drop the package to the bottom of Unity. ・ Click "import" in the popup. -Drop the previously exported VRM file into "Assets" at the bottom left of Unity. ・ As the character appears in “Assets”, drop it to Seane on the upper side. ・ If a pop-up appears, select “Fix now”. ・ On the character scene screen, "Asset Store" is written in small size, so click it. -When the "Unity Asset Store" screen appears, enter "FBX Exporter". Download and "Import". A pop-up also appears, so "Import". Youtube will be helpful for the introduction of "FBX Exporter". https://www.youtube.com/watch?v=UALFg-xfJu0 -There is a folder with the name of the imported character in "SampleScene" at the upper left of the "Unity" screen. Right-click and select "Export to FBX". -"Export Options" will appear. Select "Export" as it is. ・ C: \ Users \ [user name] \ [project name] \ Assets A texture folder with the same name as the FBX file is created here. I will use these two, so move to the place you like. -Extract the contents of the texture folder to the same location as FBX. -Install the free version of "CLIP STUDIO MODELER" because it is good. -From here, refer to this external link. https://shinrinmusic.com/vroid-clipstudio-bone/ (External link in Japanese, please use web translation.) ・ Start "CLIP STUDIO MODELER". ・ The “New” screen appears. Select “3D Character” in the center. ・ Click the "Body" icon at the top of the "Character Composition" palette. ・ Click the "Add from file" icon below. ・ Read the FBX file from the folder containing FBX and texture. ・ Click the bone icon under the "Character information" palette. A palette of bone settings appears. ・ This also gives instructions for adjusting the angle of the arm, but since both are in the shape of "T", just press "Next". Head> left hand> right hand> left foot> right foot In this order, click the characters on the right side of the screen according to the instructions. ・ Finally, you can check the pose by pressing the 5 humanoid icon on the left side of the screen. When done, press "Done". ・ Thumbnail shooting may or may not be reflected at the time of material registration. I'm not sure. ・ "File"> "Register as new material" -"CLIP STUDIO PAINT" can be read and used. Since this materialization does not have a "rigid body setting", dynamic animation such as hair and skirt is not performed. It seems that it is necessary to set in "CLIP STUDIO MODELER" before materializing by another method. Use tips and manuals if necessary. In either case, the hair, eyelashes, eyebrows, etc., may become white or the display of the costume may change, so it may be necessary to edit the texture before materializing the changed part.
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  • うさぴょん 5 years ago
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    I'm sorry I made a typo. This is the Unity operation part of "@Method 2". x ・ As the character appears in “Assets”, drop it to Seane on the upper side. 〇 ・ As the character appears in “Assets”, take it to the upper “Scene”.
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  • うさぴょん 5 years ago
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    It's like this with the "$ 2" method. Depending on the pose, your hands may sink into your clothes. The back side looks like black texture.
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  • jiahajime 5 years ago
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    Thank you for the answer! But i think the problem with posing the fingers (hand) is not big trouble since I could use some reference from Pinterest. ありがとう ございます!
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  • うさぴょん 5 years ago
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    “@Method 1” only had a part of the finger stretched when applying the pose material. However, since all fingers have bones, they can be operated manually. I think it's ok. “@Method 1” had rigid body settings adopted from the beginning. Hair, clothes, skirts, etc. swing naturally.
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