Releases: Ingenoire/bakin-vrm-blender
4.0: Multiple Irises through Blend Shapes added!
Original Iris | Alternate Iris (#2 in this case) |
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A pretty major (optional) feature, you can now load in a new texture that holds up to 4 different irises, and you'll be able to swap the iris textures in Bakin on the fly! This is great for creating more expressive characters through the use of things like heart-shaped eyes, soulless eyes, etc...
Characters need expressions, and it'd be a shame if your character couldn't show more emotion!
- You'll need to supply a 4096x4096 image texture layed out like the template image here: https://github.com/Ingenoire/bakin-vrm-blender/blob/main/iris_template.png. Best to use textures straight out of VRoid Studio by exporting them from there first (edit iris textures), upscale them if needed, and place both their iris and highlights in the same way. For best results, in your image editor, display a 1024x1024 grid to make things easier.
- If you want to do this step, you'll need to do it before merging the meshes.
- Your model needs to have been exported with a 4096x4096 texture resolution to use (default settings when reducing materials in VRoid Studio). No testing was done with different texture sizes.
- In Bakin, you'll need to enable the ALTERNATE_IRIS 1 to 4 shape key, ideally without resetting other shape keys, for it to show up.
⚠️ Bug #1: The highlights of the alternate irises are a bit off, so feel free to place the highlight over the iris in your alternate irises.
⚠️ Bug #2: if you manipulate the shape keys of the model before pressing the "Add Alternate Irises" button, it will stack all the irises in the original iris (that's bad). If this happens, make a new blender scene and re-import the VRM, and just press the buttons in order, without fiddling with the shape keys in Blender.
3.3:
- Added an option "Accurate Shadows &/OR Body Outlines" before exporting.
- When turned on, reduces graphical fidelity of the clothing, but the clothes can cast a shadow, and outlines aren't broken.
- Only usable on 8 and Unlimited Materials models.
- Clothing is now rendered double-sided on 8 and Unlimited materials models, which should fix some strange looking outfits.
Models using outlines will now export with outlines enabled, alongside color. However, outline width isn't functioning properly at the moment, so this feature is unfinished.
3.2.1: Fixed itemhook bones hotfix
- Fixed itemhook bones being named incorrectly.
3.2: Neck Fixes
3.1: Hotfix
V3.1 Hotfix
- Fixed an issue when it comes to the DEF file for the fused models incorrectly assiging the body textures onto the iris and face.
3.0: Big Update
V3 Update
- Added the "Fusion Mesh and Hair/Head Shape Keys" function.
- Only works for 8 and Unlimited materials due to most 2 material meshes being split into only 2 meshes.
- This merges all three meshes (Hair, Face and Body) into a single mesh.
- This fusions the HEAD and HAIR shape keys into a new, singular set of HEAD shape keys.
- This means HEAD will now affect both the hair and the hair (but only with a fused mesh due to modeling shenanigans).
- Adjusted the UI to look better and less cluttered.
- Detailed descriptions have been added, hover your mouse over a button to see them.
- Added a beta feature: extract rabbit ears, cat ears, and glasses, for use with Bakin's Subgraphics (letting you toggle it on/off in engine, etc).
- Currently, you'll need to export the model on it's own not through the addon, put it in a folder, then delete the isolated mesh from the blender scene, export the model without the ears or glasses through the addon, and then move the glasses/ears model into the exported folder where the body and textures are, and then duplicate the DEF file and rename it to the filename of the ears/glasses.
- Seperated Item Hook and the facial shape key bonuses as seperate functions.
- Export FBX is greyed out when the blend file has not been saved.
- Export FBX now will prompt you on exporting in 2, 8 or unlimited materials mode.
2.B: Unrestricted Material Export
- Adds an Unrestricted Material Export mode.
- At the cost of having a ton of materials on a single model, and Bakin having LONG loading lag anytime an editor window loading the model occurs, it offers uncompressed textures on your models in game.
- Great for higher detailed clothing and body skin textures, and could be great to use for cutscenes.
- To use this, simply re-export your VRM from VRoid Studio, but this time, don't Reduce Materials (keep default).
2.0: 8 Materials VRM Support
V2 Update
- Now supports an 8-Material mode: use the 8 Material Export button instead of the 2 Material Export button when exporting.
- Your VRM model must be re-exported from VRoid Studio with the Reduce Materials settings set to 8.
- The main advantage of this mode is that smaller details surrounding the eyes (such as eye shadows, makeup, etc) get properly rendered using the TranslucentWithDepth mode on Bakin's toon shader.
- You can alter a 2 Material VRM to use TranslucentWithDepth and set the cutoff threshold to 0.005 manually in Bakin: but this will make the model unable to cast shadows among other issues, so the addon doesn't do that (and 2 Materials mean the entire face is fused with the eyes, so they can't be seperated).
- Add-on moved to the right side panel (alongside 90% of other addons) instead of under the 3D tools.