Closed siliconspecter closed 1 year ago
Exporting to VRM and re-importing as the error advises loses all animations unfortunately.
This step is necessary. Without it, it is expected that the armature will behave in very unpredictable ways. You can set up animations etc. again after reimporting.
Ah I was hoping to avoid remaking all animations in Unity each time small changes are made to the FBX but if it’s by design that I need to do a full Unity set-up from scratch each time that’s just what will have to happen thanks.
You can try a workflow like this one if you are making many changes: https://www.youtube.com/watch?v=AvI2w5iDCa8
Ah I was doing something along the same lines but I’ll give that a go next time. Thank you!
I have an avatar which exports correctly using UniVRM - the hand tracking looks great:
If I export the same avatar without making any changes using the VSeeFaceSDK, there is a warning when selecting the avatar from the menu:
(
Warning: Avatar has non-zero bone rotations. Make sure to do the first VRM export with "Pose Freeze" Enabled
).Skipping past this error, it looks good, except that the hands are backwards:
If I press
Freeze T-Pose
in UniVRM and export that using VSeeFaceSDK, I get a file which crashes VSeeFace:Exporting to VRM and re-importing as the error advises loses all animations unfortunately.