Made by Lumenweft

Better Facial Expressions - HANA Tool


Make sure to download the correct versions of Unity, UniVRM, and HANA Tool. Once everything is installed follow this tutorial or the instructions below.For VRM0 you will need:
Unity 2020.3 LTS (2020.3.13f1)
UniVRM-0.110.0_3f7d.unitypackage
HANA_Tool_v4_0_6_VRM_En.unitypackage
For VRM1 you will need:
Unity 2022.3 LTS (2022.3.22f1)
VRM-0.131.1_6655.unitypackage
HANA_Tool_v5_0_4_VRM_En.unitypackage

Instructions
1. Open Unity Hub
2. Click +New Project
3. Select the right Editor Version for your file format and 3D (Built-in Render Pipeline), then +Create Project. Wait for everything to finish loading.
4. Import UniVRM and HANA Tool (in that order) by clicking Asstes (in the tool bar) > import package > custom package. Click import/install all/accept on the pop-ups.
5. Import your VRM0 by clicking VRM0 (in the tool bar) > import from VRM 0.x. Import your VRM1 by dragging and dropping the file into the Assets panel at the bottom of the window. Unity will prompt you to save the asset as prefab. Click accept/safe as prefab.
6. Drag and drop your model from the Assets Panel at the bottom of the window into the Scene panel in the middle or the Hierarchy panel on the left. Your model will appear in blue text in the Hierarchy panel. Click the arrow on the left side of the file name. Underneath Root, Face, Body, Hair, and secondary will appear, also in blue.7. In the tool bar, click HANA Tool > reader. Drag and drop Face from the hierarchy panel into the box SkinnedMeshRenderer. The text in the box will change from None (Skinned Mesh Renderer) to Face (Skinned Mesh Renderer). Click Read BlendShapes at the bottom of the window. If successful, you will see a pop-up log Finished reading blendshapes and added them to the mesh, click ok. In the tool bar, click HANA_Tool > ClipBuilder (for VRM0) or ExpressionBuilder (for VRM1). Drag and drop your Model from the hierarchy panel into the box SkinnedMeshRenderer (for VRM0) or AvatarObject (for VRM1). Click Clip Build (for VRM0) or Build Expression (for VRM1). If successful, you will see a pop-up Log finished to clip build or Log Conversion Complete. Click ok.8. To adjust the Blend Shapes you just added, go to the assets folders listed in the bottom left and look for the folder labeled [YourModel'sFileName].BlendShapes
Click that folder, it will open the list of all the blend shapes in the bottom middle panel. You can click on the blend shapes and quickly navigate them using the arrow keys on your keayboard. A preview of the Blend Shape will be shown in the bottom right. You can enlarge it by dragging at the edges of the panel. Search for any Blend Shapes that appear too extreme or broken. Once you find one, open the drop down menu right above the preview panel labeled Face by clicking the triangle to its left. Scroll down and search for the slider set to [100]. Reduce the slider value until the Blend Shape in the preview is to your liking. Repeat for every broken Blend Shape. Make sure to set identical values for Blend Shapes that are meant to be symmetrical.
9.To export the model, in the tool bar, click VRM0 > Export to VRM 0.x or VRM1 > Export VRM 1..... Drag and drop your model file from the hierarchy into the box Export Root. The text in the box will change from None (game Object) to your model's file name. Click export. Set a new file name and location and click save.