How to get a Vroid model into Unreal Engine 5.3 | Unreal Engine Tutorial

Hello!
In this video i show you how to get your Vroid model working in UE5 for all your game design needs!!! Peek the links below to help or support the channel!
___________GitHub for Plugin____________________
github.com/ruyo/VRM4U/releases
____________My Links___________________________
Discord: / discord
TikTok: / xxchloe_lynnxx
Twitch: / xxchloe_lynnxx

Пікірлер: 34

  • @wpwscience4027
    @wpwscience40274 ай бұрын

    Two tips. You forgot the duplicate and retarget from the third person animations. I think you must have done it previously and so it works for you. Second you should probably caution folks about the VRM4U plugin (at least the ue5 one), if you have it in your UE folder everything works fine, but if you package a game it will ALWAYS fail with an unknown error. I only noticed to check for this due to comments on the other tutorial, and they were correct when I did. Something to remove when you're done working with it (at least I hope that fixes it for me, we'll see). This was a great tutorial, much more calm and direct than most.

  • @handkc12

    @handkc12

    2 ай бұрын

    How do you do the first part? I followed the tutorial and the character is just t posing when it should be moving, probably due to what you said.

  • @Bofadizu

    @Bofadizu

    Күн бұрын

    You actually don't have to duplicate and retarget the third-person animations in this case (though it may be better to do that and actually just recreate the ThirdPerson ABP for the Vroid skeleton if performance is a concern so that runtime retargeting and skeletal mesh duplication become unnecessary). There's a missing step in this video that is present in IShrekd Jomama's video. In the BP_ThirdPersonCharacter, he actually duplicates the SkeletalMeshComponent and makes it a child of the Quinn SKM that's already on the BP_ThirdPersonCharacter. Thanks to this parenting arrangement, the "UseAttachedParent" checkbox in the RetargetPoseFromMesh node in the Vroid ABP is able to do what it's supposed to. That being taking the animations from the Quinn SKM in the BP_ThirdPersonCharacter and retargeting them during runtime by making use of the Vroid RTG (Retarget) asset. Shrek's video also shows another critical step in the BP_ThirdPersonCharacter. When he sets the Quinn mesh to invisible, he adjusts the "Visibility Based Anim Tick Option" to "Always Tick Pose and Refresh Bones", so that when he toggles off visibility for the Quinn mesh its animation still ticks and can be copied by the VRoid SKM component. It also appears that the entire step of creating an RTG asset from the RTG_Mannequin is unnecessary. VRM4U already creates an RTG asset for your vroid that can be adjusted directly if there are any issues. You can even see it in this video at 11:10 . If Chloe had used that there instead, things would have worked fine. Even with these inaccuracies, this video is a nice easy walkthrough and spoken English demo of VRM4U's importing.

  • @Bofadizu

    @Bofadizu

    Күн бұрын

    For some workflows, especially when perf is not a concern, the Runtime Retarget via the RetargetPoseFromMesh node may be better than animation duplication/retargeting because it keeps the animation pipeline leaner. Imagine if you're mocapping from MocapFusion or MegaMocapVR or something. You'd be able to mocap for the UE Mannequin and then easily retarget to multiple different VRoids without any Animation retargeting and minimized ABP modification. I don't actually know the perf impact of runtime retargeting vs using pre-retargeted animations though. Who knows, could be minimal.

  • @beyawnko290
    @beyawnko2907 ай бұрын

    Man, I’m saving this. Been working on customizing my models with Blender and Marvelous Designer, but I wanna reimport the mesh over my VRM4U import, hopefully saving face shape keys. More stuff on this would be rad!

  • @xXChloe_LynnXx

    @xXChloe_LynnXx

    7 ай бұрын

    The stuff you can do in Unreal is amazing tbh, I hate 3d modeling hahaha

  • @alianzastore4466
    @alianzastore4466Ай бұрын

    the plugin will never allow you to package

  • @katazbilldesigning
    @katazbilldesigning2 ай бұрын

    10/10 Thanks Chloe!

  • @nickuhleee14
    @nickuhleee142 ай бұрын

    Would it be a bad idea to make all your characters (player and NPCs) to be vroids? I've tried creating duplicates of the mannequins and can make soooo many vroid characters, but wondering if there's a drawback (e.g., too many polygons or other potential issues)

  • @lers0305
    @lers03053 ай бұрын

    Can you do facial animations with this? (like blinking)

  • @nessieloch5564
    @nessieloch55643 ай бұрын

    Hi i have an emergency issue. I can not attach a socket object like a sword on his hand. It does not works when i play the. game the sword is at the root. And when i do it on the manny mannequin it works well. Thank you :(

  • @donaldallen2459
    @donaldallen2459Ай бұрын

    Have any of you guys tried to actually cook or package a game? In the 5.4 version it works great until you try to package and distribute.

  • @lemontop881
    @lemontop8817 ай бұрын

    Everything works fine for me until the very end when I add my skeleton to the BP_ThirdPersonCharacter. The mesh T poses instead of going to idle.

  • @JJskywalker

    @JJskywalker

    7 ай бұрын

    same with me, lost you at retarge pose from mesh, doesn't work. I need to set it to RTG_character name not RTG_mannequin, cause if I do mannequin it blops up a million errors.

  • @lemontop881

    @lemontop881

    7 ай бұрын

    @@JJskywalker I found my solution by double-checking the original video. kzread.info/dash/bejne/qoud0JWkiLDPnbg.html At the end, In the BP_ThirdPersonCharacter after you select the Mesh, click +Add under the Components tab. Add a Skeletal Mesh Component so that it is a child of the Mesh. On that Skeletal Mesh Component set the Skeletal Mesh Asset and the Anim Class to the vroid ones you created. Then click on the parent Mesh. In the Details tab to the right search for "visibile". Under the Advanced dropdown, set Visibility Based Anim Tick Option to "Awlays Tick Pose and Refresh Bones". And then under the Rendering dropdown uncheck the "Visible" checkbox.

  • @xXChloe_LynnXx

    @xXChloe_LynnXx

    7 ай бұрын

    @@lemontop881 @jjskywalker I do apologize!! I have my engine configured a bit differently haha the end of the other video i showed should fix that issue. For mine i didnt have to do that and actually couldnt get it to work. Thank you for letting me know though so i can keep these issues from happening in the future!!

  • @aarong1641

    @aarong1641

    Ай бұрын

    @@lemontop881 This didn't seem to work for me either, the character is stuck in T pose model.

  • @GamerFollower
    @GamerFollowerАй бұрын

    For whatever reason it doesnt work for me, the IK bones wont target and its stuck in a tpose always no matter what. Edit: I got retargeting to at least to seem to work, but only in the editor window. Vroid makes a "ABP_Post_[CharacterName]" file that has nodes in the "event graph" that all need to be deleted. Then it starts working. Outside that I cant get it to retarget in game hmmm

  • @sould3mon271

    @sould3mon271

    Ай бұрын

    i got it working afther i found the origional tutorial he missed like 5 steps i in the BP_thirdperson.... wich he forgot he did as you can see in his video @11:56 it contains MESH (characterMesh0) and under it has the Vroid character . is called "Vroid to UE5 | The Easiest Way Possible" @ 8:24 for the missing steps

  • @sgt.handsome2362
    @sgt.handsome23622 ай бұрын

    I followed your tutorial and it worked fine until i imported the Vrm file. the face and body was looking to the right direction but the arms and legs into the opposite direction. what did i do wrong ? any solution for this error ? (it says non existant bone ''foot1 -uppar / lower arm twist. the same for legs)

  • @redsunpheonix9116

    @redsunpheonix9116

    2 ай бұрын

    i have the same problemes

  • @BlueAccentGamingYT

    @BlueAccentGamingYT

    2 ай бұрын

    You have to toggle the pole vector. It's located underneath the translation options. Hope this helped :)

  • @walterthemighty7549
    @walterthemighty75493 ай бұрын

    Hey, this is really helpful! Do you have another tutorial for making Vroids NPCs, instead of making them the player model? If I can do it by just ignoring some of this video, forgive me. I'm extraordinarily new to Unreal

  • @JJskywalker
    @JJskywalker7 ай бұрын

    Your method didn't work for me, seems cool though I get the concept, but it just T-poses for me. On the other hand you did create a soultion for me. Anyone having trouble, basically just export the animation under the RTG_Mannequin. RTG_CharacterName is broken for exporting. You can export all your animations with the retarget and just use them as you would any animation with the retargeting in the Animation Blueprint.

  • @apocalypse7224

    @apocalypse7224

    5 ай бұрын

    My character hair isnt bouncing even if i applied spring bone and idk why

  • @JJskywalker

    @JJskywalker

    5 ай бұрын

    When you apply the springbone, did you select the VRMmeta target inside the spring bone "details" ?@@apocalypse7224

  • @JJskywalker

    @JJskywalker

    5 ай бұрын

    You need to put the VRM meta of the character inside the "Details" of the VRMspringbone @@apocalypse7224

  • @kaitlynkokoro2574
    @kaitlynkokoro25744 ай бұрын

    I think the plug in is broken. I just tried this with a fresh install of Unreal 5.3.2, and Unreal crashes upon startup. :(

  • @kaitlynkokoro2574

    @kaitlynkokoro2574

    4 ай бұрын

    I found the problem. When I extracted the file, I had to remove all the extra junk after "VRM4U".

  • @fatmalianur5060

    @fatmalianur5060

    3 ай бұрын

    me too

  • @XRK_Stalker1
    @XRK_Stalker1Ай бұрын

    THis f guy skips a lo of things im stcuk and cant copy paste the thing he did cause he dosent even show how he does it is in minute 10:18 i literrally bean trying to find some way to get around it for more than an hour if someone could help me thanks

  • @666dreamboat
    @666dreamboat3 ай бұрын

    Hey Chloe, when they release the plug for 5.4 we are counting on your next tutorial (even if it's the same, we can get you some views)

  • @Ayu-Softgames
    @Ayu-Softgames3 ай бұрын

    thanks caseoh!