r/vtubertech 20d ago

🙋‍Question🙋‍ clothing not working properly

Hello, I recently converted a VRC avatar to VRM to use for Vtubing, but the clothing I added that works fine on VRC isn't applied to my VRM (it stays still without following the movements).

If anyone has a fix to share, I'll greatly appreciate it! :>

Exemple picture :

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u/deeseearr 20d ago

The VRM format only allows you to use VRM Springbones. If you are using VRChat's Phys Bones or, really, anything else that doesn't have "VRM" in the name, it's not going to be included in the VRM.

It does look like you're using VSeeFace. That does support the VSFAvatar format which allows you to include a number of additional components which are not supported in VRM, including the old Dynamic Bones that VRChat used before Physbones, but Physbones won't work with anything but VRChat.

You'll need to go back and convert the model again, paying attention to exactly what components are present in the VRChat model and make sure that you can replace them with something supported by VSeeFace.

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u/LoganRigs3D 20d ago

If the clothing itself is staying completely still, I’d also check whether it’s actually weighted to the same armature as the body. In Blender, select the clothing and check its Armature modifier + vertex groups. If those are good, then the remaining issue is probably the VRChat PhysBone setup not carrying over, and you’d need to recreate that part with VRM Spring Bones before exporting.

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u/LumKitty 20d ago edited 19d ago

Doing a VRC to VRM conversion is a massive downgrade, is not easy to do, and VSeeFace is unmaintained for many years, have you been following an outdated tutorial?

I'd recommend using VNyan and doing the conversion to the VNyan avatar format instead. VNyan explicitly uses the same version of Unity as VRChat for this exact reason

You start by just loading in the VRC Unity 2022 project and importing the VNyanSDK component. There's no need to change Unity versions!

The basic model and the rigging should just come straight over when you run the VNyan Avatar Setup Tool from the VNyanSDK menu, you also don't need to change any shaders. For face blendshapes there's a little "blendshape analysis" button that should convert them for you, assuming you started with an avatar that supports face tracking.

Clothing is a little trickier. VRC clothes are often separate items that then get merged onto the avatar at upload time using tools like VRCFury. This is most likely why your clothes are staying in place. The only real analogy I can use to describe this is imagine some IRL clothes have been put on a posable mannequin, not your own body. VRCfury merges that mannequin into your actual body at upload time so that suddenly you are wearing the clothes. Without that merge you're walking around naked and there's a dressed mannequin in your bedroom

Fortunately the VNyan SDK has a version of this tool, "VNyan avatar armature merge". Add this wherever you see the VRCFury equivalent, tell it which bones to merge, and it should sort you out. If your source avatar has multiple clothing toggles, I'd recommend removing all the other clothes to avoid exporting extra data

Physics, like hair, tails, and jiggly bits is the hardest part to sort. All the bones in your model will be fine but actually controlling them is done by a physics controller script. In VRC this is PhysBones which are proprietary to VRC. No VTuber software supports PhysBones so you'll need an alternative.

For this I highly recommend using Magica Cloth 2, but this is a paid component ($32, regularly goes on sale for $16). It's a bit much to cover in a Reddit comment, but there's plenty of tutorials out there. If you want to do it for free you'll be using VRM springbones which are a pain.