3D Characters
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*''3D Characters'' [#r8bb1e0c]
Using 3DCG production software or web services, you can a...
This section describes how to use the readily available 3...
Blender version 2.83 or later is supported; how to use Bl...
#contents
**Data Specifications for 3D Characters [#d29ff239]
3D characters require model, textures, and motion data.
Creating and modifying them requires knowledge of 3D grap...
The model formats supported by Bakin are ''FBX format'' a...
This section describes the model specifications in FBX fo...
For VRM format models, see [[.vrm format models:https://r...
***Model Data [#lf69af4c]
&size(14){''1. Model (.fbx)''};
|File Format|FBX format is supported.|
|Data Format|FBX 7.4 (FBX 2014) is recommended.&br;Both A...
|Polygon Shape|Polygons other than triangular polygons ar...
|Size|The size of a terrain 1 block in Bakin is the same ...
|Materials|Multiple materials can be set for a single mod...
|File Names|Please use only Latin letters and numbers.|
|Maximum Number of Joints|The maximum number of joints in...
|Weight Influence|(If the maximum number of weights excee...
#br
//- モデルデータにモーションデータを含めた FBX を作成する...
//なお、モーションの作業単位は 60fps です。(ベイク処理と...
//- モーションデータだけを含んだ FBX を作成する場合、キャ...
***Texture Data [#rc0a5066]
&size(14){''2. Textures (.bmp and .png)''};
|File Format|BMP or PNG format is supported.|
|File Names|Please use only Latin letters and numbers.|
|Pixel Size|The recommended pixel size for textures is a ...
|Transparent|Transparency can be expressed in the followi...
|PBR (Physical Based Rendering)|Bakin uses PBR (Physical ...
// また、マスクマップがなくても、マスクマップで制御さ...
// #ref(追加に必要なファイル1.png)
//• テクスチャファイルの例
//アルベドマップ テクスチャ
//#ref(追加に必要なファイル2.png)
//ノーマルマップ テクスチャ
//#ref(追加に必要なファイル3.png)
//マスクマップ テクスチャ
//#ref(追加に必要なファイル4.png)
//#br
***Motion Data [#e6eade3e]
&size(14){''3. Motion Files (.fbx)''};
The supported FBX version and format are the same specifi...
|File Format|FBX format is supported.|
|File Names|Feel free to name them as you wish.&br;It wou...
|Working Unit|Frame Rate should be 60fps.|
|Skeleton Structure and Bone Name|Please make sure it is ...
**Advice on Adding/Modifying Models (FBX format) [#v6c11c...
This section describes the process of adding models in FB...
***Motion Data Types [#t117d132]
There are two ways to set up motions for a model.
Decide which method you prefer.
1. Combining Model and Motions as One FBX File
2. Separating Model and Motions as Separate FBX Files
- ''1. Combining Model and Motions as One FBX File''
The mesh (polygons), skeleton structure and motion data a...
The advantage of this method is that there is only one fi...
--''How to Create Data on Blender'': In Blender, add each...
#ref(./Blender-DopeSheet-en.png,60%)
- ''2. Separating Model and Motions as Separate FBX Files''
Create separate files: a model file (FBX) with the mesh (...
The advantage of this method is that models with the same...
However, models that share motion must also match each ot...
(*The human characters in the [[Game Gallery]]>“3D Tutori...
***Export a Model from Bakin [#t5400678]
If you want to modify a model that is pre-installed in Ba...
In this section, we will use the model in the [[Game Gall...
- First, open the 3D tutorial project and select the foll...
---sb_SampleCast_model_A
---motion_AB Folder
- Press the Export button at the top of the list to expor...
#ref(./3DCharacter_ExportfromBakin.png,50%)
- ''.def File''
Exporting a model that has already been imported into Bak...
This file contains the material and texture association s...
Even without a def file, materials and textures can be li...
//#ref(standard_A2.png)
//#br
***Blender Preferences [#eff5b8f5]
Before importing a file exported from Bakin into Blender,...
(The following Blender screenshots are settings in versio...
- ''Scene Units''
Please make sure that the scene units are set as follows.
If the settings are different, the model will not be prop...
#ref(./ENシーンの単位.png)
#br
- ''Frame Rate''
The frame rate should be set to 60 fps.
#ref(./Blender-60fps-en.png)
#br
***Import into Blender [#g3289fa4]
Import the file exported from Bakin into Blender.
Launch Blender, select File > Import > FBX, and import wi...
#ref(./Blender-FBX-ImportSettings-EN.png)
#br
After importing the model into Blender, edit the polygon ...
- ''Blender Texture Node Settings''
If you connect the textures as shown below in Blender, a_...
#ref(./Blender-NodeSetting-en.png)
#br
//***Blenderのエクスポートするフォルダを用意する
//追加したい素材のファイルを⼊れるフォルダを⽤意します。
//このフォルダは追加の際に⼀時的に使⽤するだけで、ファイ...
//追加したモデルは、ゲームファイルフォルダ内のresフォルダ...
//
//⽤意したフォルダの直下にモデルファイル(.fbx)とテクスチ...
//設定ファイル(.def)がある場合はそれも同じフォルダに入れ...
//★★★例:[standard_A]フォルダに、追加したい素材(standard...
//#ref(standard_A1.png)
***Export from Blender [#z6e70f29]
After editing of the model and motions is complete in Ble...
- ''1. Combining Model and Motions as One FBX File''
Exporting with the following settings will result in a si...
--''Export Settings''
FBX export settings should be configured as follows.
#ref(./Blender-FBX-ExportSettings-en.png)
---''When Using a Normal Map''
When using shaders with configurable normal maps, be sure...
(If turned off, it will not display correctly in Bakin.)
#br
---''&color(red){(!)};''If you are using a version of Ble...
//#ref(Blender_空間の変換を使用.png)
#ref(Blender_UseSpaceTransform.png)
- ''2. Separating Model and Motions as Separate FBX Files''
Two types of fbx files need to be exported.
-- Model Data: This data includes mesh + skeleton structu...
-- Motion Data: This data includes skeleton structure + m...
#ref(Blender-SelectedObjects-en.png)
***Import to Bakin [#q7a87c0e]
- ''Importing the Model''
+Click the Add button in the Resources > [[3D Stamps]] en...
Or drag and drop the FBX file you want to import into the...
#ref(./3DCharacter_ImporttoBakin_1.png,50%)
#br
--''Attention When Importing from Resources > Models''
It can also be imported from Resources > [[Models]], but ...
#br
+Open the folder containing the model you wish to add and...
If necessary, turn on "Optimization (Triangulation)" in t...
The scale is basically set to "1".
#ref(./3DCharacter_ImporttoBakin_2.png,50%)
#br
--When “ Optimization” is turned on, the following proces...
---Skin weight normalization
---Polygon triangulation
---Applying Scale
---For FBX formats earlier than FBX7.4, conversion to FBX...
#br
If the model file was not imported correctly, turn off "O...
#br
+Press [Add and Exit].
A 3D stamp is generated with the imported model as the gr...
In this case, the "Model", "Material" and "Texture" infor...
#ref(./3DCharacter_ImporttoBakin_4.png,50%)
#br
+If there is a material in the project that has "all the ...
In this dialog you can choose whether to share materials ...
Materials can be reassigned in Resources > 3D Stamps even...
#br
By assigning existing materials with all the same texture...
#br
--''Advantages/Disadvantages of Sharing''
---''<Advantages>''
~-By simply adjusting one material, you can adjust all ob...
//~-無駄なマテリアルデータを持つ必要がなくなります。
~-The number of material data in the game can be reduced.
---''<Disadvantages>''
~-It is no longer possible to adjust the texture of only ...
(You can also stop sharing by copying the shared material...
#br
''&color(red){(!)};'' Please consider using the "Internal...
#ref(./Material_ImportedMaterialsDialog.png,50%)
#br
--''The "Material Sharing" dialog offers the following op...
--- ''Automatically Assign Materials''
Automatically assign materials with the same textures in ...
If there are multiple target materials, the first materia...
All materials that have not been set up with textures wil...
#br
--- ''Add All as "New Materials"''
Import all materials as new materials, even if there are ...
Select this option if you do not want to share materials ...
#br
--- ''Manually Select Materials to Assign''
For each material in the model to be imported, manually s...
If there are multiple target materials, you can choose wh...
For materials that are not set with textures, assign them...
#br
--''What does "all textures are the same material" mean?''
A material in which all the textures specified for the ma...
For example, if a material has textures specified for the...
#ref(./Material_Imported Materials_1.png,50%)
#br
+The model data of the 3D stamped models will also be add...
The storage location of the added file will be displayed ...
In addition, a texture folder is automatically created an...
#ref(./3DCharacter_ModelList.png,50%)
#br
//#ref(BAKIN への追加⽅法3.png)
#br
Assets added using [Local Files] will be differentiated f...
#br
User assets are saved in the game file when the game is s...
The original files are not used as is.
#br
- ''Importing Motions''
+Click on Resources > 3D Stamps > Stamp Settings (right s...
In Asset Picker > Resources, select and add the model you...
#ref(./3DCharacter_ImporttoBakin_5.png,50%)
#br
This generates a "motion set" and assigns the motion set ...
#br
+Go to Resources > Motions.
Select the motion set you just added in the motion set li...
#ref(./3DCharacter_ImporttoBakin_6.png,50%)
#br
--''Combining Model and Motions as One FBX File''
The motions included in the FBX are automatically registe...
---If there are multiple motions (actions) in a motion fi...
#br
--''2. Separating Model and Motions as Separate FBX Files''
In this case, you will need to manually add motions to th...
Click on the “Add Motion” button in the Motion List, go t...
#ref(./3DCharacter_ImporttoBakin_7.png,50%)
#br
#br
''&color(red){(!)};''When imported into Bakin, motions ar...
If you wish to loop the animation, go to Resources > Moti...
#br
''&color(red){(!)};''The added motion FBX will be registe...
#br
+cBy setting the motion names to the specified names, the...
For example, if the motion name is "walk", it will be use...
See [[Motion Name Rules]] for motion names.
#ref(./3DCharacter_Motion_Rename.png,50%)
#br
***Update Models and Motions after Import[#gf4addc3]
After importing a model or motion into Bakin, if you have...
+Go to Resources > Models and select the appropriate entry.
+Press "Update Information".
#ref(./3DCharacter_Model_ReImport.png,50%)
#br
+If you change the frames of a motion, go to Resources > ...
----
**VRM Format Models [#q3343850]
You can use VRM format models as 3D characters.
VRM models can be created using [[Vroid Studio:https://vr...
You can also use shape keys in the VRM file.
***Importing VRM Models [#jbdac781]
Click the Add button in the 3D Stamp list under Resources...
The motions pre-installed in Bakin are automatically assi...
The motions to be assigned are located in Resources>Motio...
- ''Limitation on Motions''
The following limitation exists at this time:
-- If the base model has different bone lengths, those mo...
- ''Note on Textures''
(!)In some cases, VRM format models use large texture siz...
Please consider using the “Internal Format Settings” func...
- ''Files Generated on Import''
The following fbx file is automatically generated in the ...
Please use them as needed.
|.vrm.x100.fbx|This file is a VRM model converted to stan...
|.vrm.humanoid.fbx|This is a file in which the bones are ...
|.vrm.mixamo.fbx|This file further simplifies the bones a...
- ''Blend Shape Settings''
You can blend shape keys contained in a VRM model to set ...
Go to Resources > [[Blend Shapes]], press the Add button,...
See [[Blend Shapes]] for more information on how to blend...
***Adding Motions with Mixamo to VRM Models [#dbf28686]
To add motions using Mixamo (https://www.mixamo.com/) for...
The following assumes that you have already imported a VR...
+Log in to Mixamo (https://www.mixamo.com/).
#br
+Press the "Upload Character" button.
#br
+Drag and drop the generated .vrm.mixamo.fbx of the model.
#br
+Select a motion from the left column of Mixamo.
#br
+Fine-tune with the right parameters as needed.
#br
+When you have finished making adjustments, click the Dow...
Download Settings are set in the following:
---Format: FBX Binary (.fbx)
---Skin: Without Skin
---Frames per Second: 60
---Keyframe Reduction: none
#br
Up to this point, this is the process on Mixamo.
#br
+In Bakin, open Resources > Motions, copy and paste reser...
#br
+Select the pasted SampleMan_vrm_sample_motion_2 and clic...
#br
+From the "Local Files" tab of the Asset Picker, select t...
#br
+Change the "Motion Name" of the data added to the motion...
(If you want motions to be assigned automatically in batt...
#br
+Go back to Resources > 3D Stamps and select the stamp (c...
#br
+Click on the “Motion Settings > Motions” field of the pr...
#br
+In the “Ready to Use” tab of the Asset Picker > “Motions...
#br
This is the end of adding motions.
If you wish to add more new motions, repeat steps 4 throu...
//***VRM1.0モデルのモーションの作り方 [#k43b4774]
//Blenderを使う
//VRM1.0対応
//Vroid StudioでVRM1.0モデルを作成する
//BlenderにVRMモデルを読みこむ
//Blenderで改造する
//Blenderからエクスポートする
End:
*''3D Characters'' [#r8bb1e0c]
Using 3DCG production software or web services, you can a...
This section describes how to use the readily available 3...
Blender version 2.83 or later is supported; how to use Bl...
#contents
**Data Specifications for 3D Characters [#d29ff239]
3D characters require model, textures, and motion data.
Creating and modifying them requires knowledge of 3D grap...
The model formats supported by Bakin are ''FBX format'' a...
This section describes the model specifications in FBX fo...
For VRM format models, see [[.vrm format models:https://r...
***Model Data [#lf69af4c]
&size(14){''1. Model (.fbx)''};
|File Format|FBX format is supported.|
|Data Format|FBX 7.4 (FBX 2014) is recommended.&br;Both A...
|Polygon Shape|Polygons other than triangular polygons ar...
|Size|The size of a terrain 1 block in Bakin is the same ...
|Materials|Multiple materials can be set for a single mod...
|File Names|Please use only Latin letters and numbers.|
|Maximum Number of Joints|The maximum number of joints in...
|Weight Influence|(If the maximum number of weights excee...
#br
//- モデルデータにモーションデータを含めた FBX を作成する...
//なお、モーションの作業単位は 60fps です。(ベイク処理と...
//- モーションデータだけを含んだ FBX を作成する場合、キャ...
***Texture Data [#rc0a5066]
&size(14){''2. Textures (.bmp and .png)''};
|File Format|BMP or PNG format is supported.|
|File Names|Please use only Latin letters and numbers.|
|Pixel Size|The recommended pixel size for textures is a ...
|Transparent|Transparency can be expressed in the followi...
|PBR (Physical Based Rendering)|Bakin uses PBR (Physical ...
// また、マスクマップがなくても、マスクマップで制御さ...
// #ref(追加に必要なファイル1.png)
//• テクスチャファイルの例
//アルベドマップ テクスチャ
//#ref(追加に必要なファイル2.png)
//ノーマルマップ テクスチャ
//#ref(追加に必要なファイル3.png)
//マスクマップ テクスチャ
//#ref(追加に必要なファイル4.png)
//#br
***Motion Data [#e6eade3e]
&size(14){''3. Motion Files (.fbx)''};
The supported FBX version and format are the same specifi...
|File Format|FBX format is supported.|
|File Names|Feel free to name them as you wish.&br;It wou...
|Working Unit|Frame Rate should be 60fps.|
|Skeleton Structure and Bone Name|Please make sure it is ...
**Advice on Adding/Modifying Models (FBX format) [#v6c11c...
This section describes the process of adding models in FB...
***Motion Data Types [#t117d132]
There are two ways to set up motions for a model.
Decide which method you prefer.
1. Combining Model and Motions as One FBX File
2. Separating Model and Motions as Separate FBX Files
- ''1. Combining Model and Motions as One FBX File''
The mesh (polygons), skeleton structure and motion data a...
The advantage of this method is that there is only one fi...
--''How to Create Data on Blender'': In Blender, add each...
#ref(./Blender-DopeSheet-en.png,60%)
- ''2. Separating Model and Motions as Separate FBX Files''
Create separate files: a model file (FBX) with the mesh (...
The advantage of this method is that models with the same...
However, models that share motion must also match each ot...
(*The human characters in the [[Game Gallery]]>“3D Tutori...
***Export a Model from Bakin [#t5400678]
If you want to modify a model that is pre-installed in Ba...
In this section, we will use the model in the [[Game Gall...
- First, open the 3D tutorial project and select the foll...
---sb_SampleCast_model_A
---motion_AB Folder
- Press the Export button at the top of the list to expor...
#ref(./3DCharacter_ExportfromBakin.png,50%)
- ''.def File''
Exporting a model that has already been imported into Bak...
This file contains the material and texture association s...
Even without a def file, materials and textures can be li...
//#ref(standard_A2.png)
//#br
***Blender Preferences [#eff5b8f5]
Before importing a file exported from Bakin into Blender,...
(The following Blender screenshots are settings in versio...
- ''Scene Units''
Please make sure that the scene units are set as follows.
If the settings are different, the model will not be prop...
#ref(./ENシーンの単位.png)
#br
- ''Frame Rate''
The frame rate should be set to 60 fps.
#ref(./Blender-60fps-en.png)
#br
***Import into Blender [#g3289fa4]
Import the file exported from Bakin into Blender.
Launch Blender, select File > Import > FBX, and import wi...
#ref(./Blender-FBX-ImportSettings-EN.png)
#br
After importing the model into Blender, edit the polygon ...
- ''Blender Texture Node Settings''
If you connect the textures as shown below in Blender, a_...
#ref(./Blender-NodeSetting-en.png)
#br
//***Blenderのエクスポートするフォルダを用意する
//追加したい素材のファイルを⼊れるフォルダを⽤意します。
//このフォルダは追加の際に⼀時的に使⽤するだけで、ファイ...
//追加したモデルは、ゲームファイルフォルダ内のresフォルダ...
//
//⽤意したフォルダの直下にモデルファイル(.fbx)とテクスチ...
//設定ファイル(.def)がある場合はそれも同じフォルダに入れ...
//★★★例:[standard_A]フォルダに、追加したい素材(standard...
//#ref(standard_A1.png)
***Export from Blender [#z6e70f29]
After editing of the model and motions is complete in Ble...
- ''1. Combining Model and Motions as One FBX File''
Exporting with the following settings will result in a si...
--''Export Settings''
FBX export settings should be configured as follows.
#ref(./Blender-FBX-ExportSettings-en.png)
---''When Using a Normal Map''
When using shaders with configurable normal maps, be sure...
(If turned off, it will not display correctly in Bakin.)
#br
---''&color(red){(!)};''If you are using a version of Ble...
//#ref(Blender_空間の変換を使用.png)
#ref(Blender_UseSpaceTransform.png)
- ''2. Separating Model and Motions as Separate FBX Files''
Two types of fbx files need to be exported.
-- Model Data: This data includes mesh + skeleton structu...
-- Motion Data: This data includes skeleton structure + m...
#ref(Blender-SelectedObjects-en.png)
***Import to Bakin [#q7a87c0e]
- ''Importing the Model''
+Click the Add button in the Resources > [[3D Stamps]] en...
Or drag and drop the FBX file you want to import into the...
#ref(./3DCharacter_ImporttoBakin_1.png,50%)
#br
--''Attention When Importing from Resources > Models''
It can also be imported from Resources > [[Models]], but ...
#br
+Open the folder containing the model you wish to add and...
If necessary, turn on "Optimization (Triangulation)" in t...
The scale is basically set to "1".
#ref(./3DCharacter_ImporttoBakin_2.png,50%)
#br
--When “ Optimization” is turned on, the following proces...
---Skin weight normalization
---Polygon triangulation
---Applying Scale
---For FBX formats earlier than FBX7.4, conversion to FBX...
#br
If the model file was not imported correctly, turn off "O...
#br
+Press [Add and Exit].
A 3D stamp is generated with the imported model as the gr...
In this case, the "Model", "Material" and "Texture" infor...
#ref(./3DCharacter_ImporttoBakin_4.png,50%)
#br
+If there is a material in the project that has "all the ...
In this dialog you can choose whether to share materials ...
Materials can be reassigned in Resources > 3D Stamps even...
#br
By assigning existing materials with all the same texture...
#br
--''Advantages/Disadvantages of Sharing''
---''<Advantages>''
~-By simply adjusting one material, you can adjust all ob...
//~-無駄なマテリアルデータを持つ必要がなくなります。
~-The number of material data in the game can be reduced.
---''<Disadvantages>''
~-It is no longer possible to adjust the texture of only ...
(You can also stop sharing by copying the shared material...
#br
''&color(red){(!)};'' Please consider using the "Internal...
#ref(./Material_ImportedMaterialsDialog.png,50%)
#br
--''The "Material Sharing" dialog offers the following op...
--- ''Automatically Assign Materials''
Automatically assign materials with the same textures in ...
If there are multiple target materials, the first materia...
All materials that have not been set up with textures wil...
#br
--- ''Add All as "New Materials"''
Import all materials as new materials, even if there are ...
Select this option if you do not want to share materials ...
#br
--- ''Manually Select Materials to Assign''
For each material in the model to be imported, manually s...
If there are multiple target materials, you can choose wh...
For materials that are not set with textures, assign them...
#br
--''What does "all textures are the same material" mean?''
A material in which all the textures specified for the ma...
For example, if a material has textures specified for the...
#ref(./Material_Imported Materials_1.png,50%)
#br
+The model data of the 3D stamped models will also be add...
The storage location of the added file will be displayed ...
In addition, a texture folder is automatically created an...
#ref(./3DCharacter_ModelList.png,50%)
#br
//#ref(BAKIN への追加⽅法3.png)
#br
Assets added using [Local Files] will be differentiated f...
#br
User assets are saved in the game file when the game is s...
The original files are not used as is.
#br
- ''Importing Motions''
+Click on Resources > 3D Stamps > Stamp Settings (right s...
In Asset Picker > Resources, select and add the model you...
#ref(./3DCharacter_ImporttoBakin_5.png,50%)
#br
This generates a "motion set" and assigns the motion set ...
#br
+Go to Resources > Motions.
Select the motion set you just added in the motion set li...
#ref(./3DCharacter_ImporttoBakin_6.png,50%)
#br
--''Combining Model and Motions as One FBX File''
The motions included in the FBX are automatically registe...
---If there are multiple motions (actions) in a motion fi...
#br
--''2. Separating Model and Motions as Separate FBX Files''
In this case, you will need to manually add motions to th...
Click on the “Add Motion” button in the Motion List, go t...
#ref(./3DCharacter_ImporttoBakin_7.png,50%)
#br
#br
''&color(red){(!)};''When imported into Bakin, motions ar...
If you wish to loop the animation, go to Resources > Moti...
#br
''&color(red){(!)};''The added motion FBX will be registe...
#br
+cBy setting the motion names to the specified names, the...
For example, if the motion name is "walk", it will be use...
See [[Motion Name Rules]] for motion names.
#ref(./3DCharacter_Motion_Rename.png,50%)
#br
***Update Models and Motions after Import[#gf4addc3]
After importing a model or motion into Bakin, if you have...
+Go to Resources > Models and select the appropriate entry.
+Press "Update Information".
#ref(./3DCharacter_Model_ReImport.png,50%)
#br
+If you change the frames of a motion, go to Resources > ...
----
**VRM Format Models [#q3343850]
You can use VRM format models as 3D characters.
VRM models can be created using [[Vroid Studio:https://vr...
You can also use shape keys in the VRM file.
***Importing VRM Models [#jbdac781]
Click the Add button in the 3D Stamp list under Resources...
The motions pre-installed in Bakin are automatically assi...
The motions to be assigned are located in Resources>Motio...
- ''Limitation on Motions''
The following limitation exists at this time:
-- If the base model has different bone lengths, those mo...
- ''Note on Textures''
(!)In some cases, VRM format models use large texture siz...
Please consider using the “Internal Format Settings” func...
- ''Files Generated on Import''
The following fbx file is automatically generated in the ...
Please use them as needed.
|.vrm.x100.fbx|This file is a VRM model converted to stan...
|.vrm.humanoid.fbx|This is a file in which the bones are ...
|.vrm.mixamo.fbx|This file further simplifies the bones a...
- ''Blend Shape Settings''
You can blend shape keys contained in a VRM model to set ...
Go to Resources > [[Blend Shapes]], press the Add button,...
See [[Blend Shapes]] for more information on how to blend...
***Adding Motions with Mixamo to VRM Models [#dbf28686]
To add motions using Mixamo (https://www.mixamo.com/) for...
The following assumes that you have already imported a VR...
+Log in to Mixamo (https://www.mixamo.com/).
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+Press the "Upload Character" button.
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+Drag and drop the generated .vrm.mixamo.fbx of the model.
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+Select a motion from the left column of Mixamo.
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+Fine-tune with the right parameters as needed.
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+When you have finished making adjustments, click the Dow...
Download Settings are set in the following:
---Format: FBX Binary (.fbx)
---Skin: Without Skin
---Frames per Second: 60
---Keyframe Reduction: none
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Up to this point, this is the process on Mixamo.
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+In Bakin, open Resources > Motions, copy and paste reser...
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+Select the pasted SampleMan_vrm_sample_motion_2 and clic...
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+From the "Local Files" tab of the Asset Picker, select t...
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+Change the "Motion Name" of the data added to the motion...
(If you want motions to be assigned automatically in batt...
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+Go back to Resources > 3D Stamps and select the stamp (c...
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+Click on the “Motion Settings > Motions” field of the pr...
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+In the “Ready to Use” tab of the Asset Picker > “Motions...
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This is the end of adding motions.
If you wish to add more new motions, repeat steps 4 throu...
//***VRM1.0モデルのモーションの作り方 [#k43b4774]
//Blenderを使う
//VRM1.0対応
//Vroid StudioでVRM1.0モデルを作成する
//BlenderにVRMモデルを読みこむ
//Blenderで改造する
//Blenderからエクスポートする
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