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Releases: JiGuang283/VRMify
Release list
VRMify v1.0.7
下载 VRMify-v1.0.7-win64.zip,解压后运行 VRMify.exe。
Download VRMify-v1.0.7-win64.zip, unzip it and run VRMify.exe.
修复 / Fixed
- 还没转换的压缩包、FBX 等文件,改了转换设置(VRM 版本、物理等)后再点预览,显示的仍是用旧设置生成的预览。现在会按新设置重新生成;改回原来的设置时直接用之前那份
For archives, FBX and other files not yet converted, previewing after changing a conversion setting (VRM version, physics …) still showed the preview made with the old settings. It is now regenerated with the new settings; switching back reuses the earlier one - 预览还在生成时再点一次不会重复生成;每个文件只保留最近几份临时预览
Clicking preview again while one is being made no longer starts a second one; only the last few temporary previews of each file are kept
改进 / Improved
- 预览中待机、走路等动作下手指自然微弯、拇指收拢(v1.0.6 起静止姿势按 VRM 规范是手指伸直);只影响预览,输出的 VRM 不变
In preview motions such as idle and walk, fingers are slightly curled and thumbs relaxed (since v1.0.6 the rest pose has straight fingers, as the VRM spec requires); preview only, the VRM output is unchanged
VRMify v1.0.6
下载 VRMify-v1.0.6-win64.zip,解压后运行 VRMify.exe。
Download VRMify-v1.0.6-win64.zip, unzip it and run VRMify.exe.
新增 / New
- VRM 0.x 也有物理了:头发、裙摆、飘带会摆动,PMX 自带的物理和自动补的物理都支持。0.x 的格式限制更多(每组一套参数、碰撞体只有球),效果由 1.0 的结果近似换算,和 1.0 很接近
VRM 0.x now has physics: hair, skirts and ribbons sway, from the PMX's own physics or the automatic one. The 0.x format is more limited (one set of parameters per group, sphere colliders only), so the result is approximated from the 1.0 one and stays close to it - 「调整」页可以调 0.x 模型的物理(整体倍率、按组调或关掉)
The Tune page adjusts 0.x physics too (overall multipliers, per group, or off) - 手和手指按 VRM 规范摆成 T-pose:掌心朝下、四指伸直、拇指水平斜向前 45°。动作、手部追踪都是从静止姿势开始算的,以前手指微弯、拇指偏 30° 左右,握拳、比手势时拇指位置不对
Hands and fingers are posed to the VRM T-pose: palms down, fingers straight, thumbs level at 45° forward. Motions and hand tracking start from the rest pose; before, slightly curled fingers and thumbs about 30° off stayed off in fists and hand signs
修复 / Fixed
- 预览里播放动作时,VRM 0.x 模型的手臂往上抬、腿往反方向摆
In the preview, motions raised the arms of VRM 0.x models instead of lowering them, and swung the legs the wrong way - 只有两节拇指的模型,转 0.x 和转 1.0 时拇指各节对应错开一节
Two-segment thumbs mapped one segment apart between 0.x and 1.0 - 0.x 的表情名同时写在两个位置,较老的读取程序也能读到;不允许再分发时许可写成 Redistribution_Prohibited
0.x writes expression target names in both places, so older readers find them; licenseName is Redistribution_Prohibited when redistribution isn't allowed
说明 / Notes
- 因为手部姿势改了,人物模型转出的 1.0 和 0.x 文件手部都会和以前不同;手臂、身体、物理不变
Because of the hand pose, hands of converted characters differ from earlier versions in both 1.0 and 0.x; arms, body and physics are unchanged
VRMify v1.0.5
下载 VRMify-v1.0.5-win64.zip,解压后运行 VRMify.exe。
Download VRMify-v1.0.5-win64.zip, unzip it and run VRMify.exe.
修复 / Fixed
- 开启「所有材质双面」后脸或身体变黑:有的模型用「反转外壳」画描边——把脸、身体复制一份往外推、翻面、涂成深色,单面时只露出边缘的一圈轮廓线。强制双面后这层外壳整片显示出来,把脸和身体盖住。现在会按几何形状自动认出这类材质,让它们保持单面,并在日志里列出名字
Faces or bodies turning black with "All materials double-sided": some models draw their outline with an inverted shell — a copy of the face or body pushed outward, flipped and colored dark, of which only the rim shows when single-sided. Forced double-sided, the whole shell covered the face and body. Such materials are now recognized by their shape, stay single-sided and are listed in the log - 衣服、裙子的内侧面(专门翻过来显示里侧贴图的一层)同样保持单面,不再和外层重叠闪烁
The inner sides of clothes and skirts (a flipped layer that shows the inside texture) also stay single-sided instead of flickering against the outer layer
说明 / Notes
- 只影响开启了「所有材质双面」的转换;没开时转换结果和 v1.0.4 完全相同
Only conversions with "All materials double-sided" are affected; without it results are the same as in v1.0.4
VRMify v1.0.4
下载 VRMify-v1.0.4-win64.zip,解压后运行 VRMify.exe。
Download VRMify-v1.0.4-win64.zip, unzip it and run VRMify.exe.
改进 / Improved
- 调整自动保存:在「调整」面板改完后,点「转换」或切换到别的文件时会自动保存,不用再记得先点「保存并写入」;想撤销改动用「全部还原」
Tune edits save themselves when you convert or switch to another file, so forgetting "Save & write" no longer loses them; use "Reset all" to undo - 浏览器模式可以拖入和添加文件:用浏览器打开界面时,拖入文件 / 文件夹,以及「添加文件」「添加文件夹」都能用了(文件会先复制一份;拖入整个文件夹时贴图会一起带上)。这些文件的转换结果放在程序目录的 vrm 文件夹
Browser mode takes dropped and added files and folders (they are copied first; a dropped folder brings its textures along). Their results go to the program's vrm folder - 找贴图更可靠:贴图不在模型记录的位置时,会在模型文件夹的子文件夹里按文件名找(不分大小写,扩展名不同也能找到),转换和预览都适用;仍然找不到或读不了的贴图会在日志里列出来,不会再悄悄变成白模
Textures that aren't where the model says are looked up by name in the model folder's subfolders (any case, other image extensions), for conversion and preview; textures still missing or unreadable are listed in the log instead of silently leaving the model white
修复 / Fixed
- 有 WebView2 却用浏览器打开:有的系统(比如精简过或删除过 Edge 的)装着 WebView2,注册表里却没有记录,程序会误判而改用浏览器。现在会直接询问 WebView2 本身,照常打开独立窗口
VRMify opened in the browser on some systems that do have WebView2 but no registry entry for it (e.g. trimmed systems or with Edge removed). It now asks WebView2 itself and opens its own window - 仍然用浏览器打开时,页面顶部会说明原因(没有 WebView2 时附下载链接),原因同时写在程序文件夹的
startup.log里,反馈问题时可以附上
When the browser is still used, the page says why at the top (with a WebView2 download link when it's missing); the reason is also written tostartup.login the program folder, handy for bug reports
说明 / Notes
- 模型转换结果和 v1.0.3 相同(以前找不到的贴图现在能找到的除外)
Conversion results are the same as in v1.0.3, except where a texture that used to be missed is now found
VRMify v1.0.3
下载 VRMify-v1.0.3-win64.zip,解压后运行 VRMify.exe。
Download VRMify-v1.0.3-win64.zip, unzip it and run VRMify.exe.
修复 / Fixed
- 大腿不跟着动:腿部形变骨(足D 等)和标准骨的位置有偏差、又不是兄弟骨时,以前不会合并,转出的模型抬腿时整段大腿不动,只有小腿跟着转。现在只要两者跟着同一根骨移动、偏差不大就合并
Thigh not following the leg: leg deform bones (足D …) that sat a little off the standard bones and weren't siblings of them were not merged, so the whole thigh stayed still when the leg was raised. They are now merged when both move with the same bone and the offset is small
改进 / Improved
- 关节辅助骨:膝盖、手肘、手腕、脚踝的辅助骨,以及衣服上按比例跟随关节的调整骨(ひざ補助、尻 等),以前在 VRM 里完全不跟关节转,关节一弯这部分就瘪下去。现在权重按跟随比例分给关节骨,和 MMD 里的效果接近得多。带物理的骨不受影响
Joint helper bones: helper bones at knees, elbows, wrists and ankles, and clothing bones that follow a joint partly (ひざ補助, 尻 …), didn't turn with the joint in VRM, so these areas collapsed when the joint bent. Their weights are now shared with the joint by the follow rate, much closer to MMD. Bones with physics are not affected - 转换自检:转换日志里新增两项检查——有部分网格在 MMD 里跟着关节动、在 VRM 里却不跟;humanoid 骨位置明显不对(在身体另一侧、离上一级骨或网格太远)。只提示,不改输出
Conversion self-check: the log now warns when part of the mesh would not follow the joint it follows in MMD, or when a humanoid bone is clearly in the wrong place (on the other side of the body, or far from its parent bone or the mesh). Warnings only; the output is unchanged
说明 / Notes
- 没有这类骨骼的模型转换结果和 v1.0.2 完全相同。有辅助骨的模型只有相关顶点的权重变化,静止姿势、物理和表情不变;大腿形变骨被修复的模型,那条腿上的碰撞体也会跟着腿动,裙摆不再穿过抬起的腿
Models without such bones convert exactly as in v1.0.2. With helper bones only the weights of the affected vertices change — rest pose, physics and expressions stay the same; where a thigh deform bone was fixed, that leg's colliders now move with it too, so the skirt no longer passes through the raised leg - 已经转换过的模型需要重新转换才会生效
Models converted earlier need to be converted again
VRMify v1.0.2
下载 VRMify-v1.0.2-win64.zip,解压后运行 VRMify.exe。
Download VRMify-v1.0.2-win64.zip, unzip it and run VRMify.exe.
新增 / New
- 英文转换日志:界面切到英文时,转换日志和转换失败的说明也显示英文,切换语言时已有的日志跟着切换;模型里的骨骼、材质、文件名保持原样
The conversion log and conversion errors are shown in English when the UI is in English, and switch along with it; bone, material and file names from the model stay as they are - 默认语言跟随系统:第一次启动时,系统是中文就用中文界面,否则用英文;在右上角选过的语言不受影响
On first start the UI follows the system language (Chinese or English); a language picked at the top right is kept
修复 / Fixed
- 肩膀骨骼跑到模型外面:有的模型在身体旁边另放一套控制骨(如「左肩調整」),英文名和真正的肩膀骨骼相同,以前会被当成 humanoid 的肩膀,肩膀和手臂的骨骼被拉到模型外侧。现在优先使用标准的日文骨骼名
Shoulders outside the model: when a model keeps a second set of control bones beside the body whose English names match the real bones, those could be taken as the humanoid shoulders. The standard Japanese bone names now come first
说明 / Notes
- 已经转换过的模型需要重新转换才会生效
Models converted earlier need to be converted again
VRMify v1.0.1
修复版。下载 VRMify-v1.0.1-win64.zip,解压后运行 VRMify.exe。
A bug-fix release. Download VRMify-v1.0.1-win64.zip, unzip it and run VRMify.exe.
修复 / Fixed
- 部分模型转换后显示错乱:有的模型把几张图并排拼在一张贴图里(比如左边是颜色,右边是用不到的半透明图层),以前按整张贴图判断透明,身体、头发、衣服都被当成半透明,转动视角时部件消失、前后遮挡错乱(头发看不见、脸从后面透出来)。现在只看每个材质的 UV 实际用到的区域,这类模型的大部分材质恢复为不透明
Some models broke apart in the preview and in other apps: when a texture holds several layers side by side (colour on the left, unused semi-transparent layers next to it), the whole image was taken into account, every material became semi-transparent, and parts vanished or showed through as the view turned. Transparency is now judged only from the part of the texture each material's UVs use - 只用到贴图不透明部分的材质,日志中会说明「按不透明处理」
The log notes how many materials were treated as opaque for this reason
说明 / Notes
- 已经转换过的模型需要重新转换才会生效
Models converted earlier need to be converted again
VRMify v1.0.0
VRMify 的第一个正式版。下载 VRMify-v1.0.0-win64.zip,解压后运行 VRMify.exe 即可,无需安装。
The first stable release of VRMify. Download VRMify-v1.0.0-win64.zip, unzip it and run VRMify.exe; nothing to install.
新增 / New
- 每个模型单独的缩略图:压缩包里有几个模型时,转换后每个模型都会自动截取自己的脸部作为缩略图;「调整」面板里显示和设置的是当前预览的那个模型
Each model gets its own thumbnail: archives with several models now get a face thumbnail per model, and the Tune panel shows and sets the one on screen - 手动设置并行数:「高级设置 → 并行数」可以选「自动」,或选「手动」后填写任意数量(1–64);「自动」时旁边显示这台电脑会同时转换几个
Parallel jobs can be Auto or Manual with any number from 1 to 64; in Auto the box shows how many that is on this computer
改进 / Improved
- 批量转换更快:「自动」改为按 CPU 物理核心数决定(核心数减一,最多 8 个),多核电脑上同时转换的文件更多;可用内存不足时仍会自动减少
Faster batches: Auto now uses the number of physical CPU cores minus one (up to 8), still lowered when free memory is short - 转换时电脑不卡:转换在后台以较低优先级运行,空闲时照样用满 CPU,同时使用其它程序或预览时不受影响
Conversions run at a lower priority, so the computer and the preview stay responsive while they use the idle CPU - 设置项「同时转换」改名为「并行数」,日志中相应改为「并行转换」
The "At once" setting is now called "Parallel jobs"
说明 / Notes
- 以前在「调整」中设置的缩略图继续有效:对这个文件的所有模型生效,直到给其中某个模型单独设置
Thumbnails set in Tune by earlier versions still apply to all models of that file until one of them gets its own - 从源码运行时,启动脚本改名为
VRMify.bat
When running from source, the launcher is nowVRMify.bat
VRMify v0.2.0
项目改名为 VRMify(原 Model-To-VRM),下载文件现在是 VRMify-v0.2.0-win64.zip。
The project is now called VRMify (formerly Model-To-VRM); the download is VRMify-v0.2.0-win64.zip.
新增 / New
- 更干净的骨架:IK、末端骨、已合并的付与骨等在 VRM 里不起作用的骨不再写入;新选项「精简控制骨」(默认开)再去掉 センター、グルーブ 这类没有权重的中间骨,层级和 VRoid 一样是 Root > Hips。蒙皮和动作完全不变
Cleaner skeleton: IK, tip and merged append bones that do nothing in VRM are no longer written; the new "Remove control bones" option (on by default) also drops unweighted intermediate bones such as センター, giving a VRoid-like Root > Hips hierarchy. Skinning and motion are unchanged - 预览里显示骨骼:工具栏「骨骼」开关,按 humanoid / 带权重 / 物理 / 控制 / 无效分色,左下角显示数量,悬停显示骨名和父骨;「信息」面板显示骨骼数和无效骨数。PMX 原生预览也支持
Skeleton overlay in the preview, coloured by role with counts; hover a bone for its name and parent. Works for PMX previews too - 在调整面板里查看物理链:鼠标移到某条链上,预览里显示这条链(关节和碰撞半径)和它会碰到的碰撞体;可以固定显示,或让镜头对准它
Tune panel: hovering a physics chain shows it with the colliders it hits; a chain can be kept shown or framed by the camera - 补充 hideHighlight(关掉眼睛高光)和 tongue(吐舌)表情:优先用模型自带的对应表情;没有关闭高光的表情时,按眼睛高光材质生成。可在「高级设置 → 表情」关闭
hideHighlight (eye highlights off) and tongue expressions under fixed names, from the model's own morphs or generated from the eye highlight materials - 转换后自动生成缩略图:截取脸部写进 VRM,每次转换后更新;手动设置的缩略图不会被覆盖。可在「高级设置 → 输出与转换」关闭
A face thumbnail is captured and written into the VRM after each conversion; a thumbnail set by hand is kept
改进 / Improved
- 预览视角更灵活:滚轮朝鼠标位置缩放,双击模型把那一点设为旋转中心,按 R / Home 或双击空白处恢复视角
Preview camera: zoom toward the pointer, double-click to orbit around a point, R / Home or a double-click on the background resets the view - 设置更简洁:「转换」一页放常用选项(转换成 VRM 1.0 / 0.x / 只转 PMX、文件大小、保存位置),细节收进「高级设置」;界面和日志措辞更规范
Simpler settings: one Convert tab with the common choices and an Advanced fold; clearer, more consistent wording in the UI and log - 脚部:和主骨略有偏移的足首D 也会合并;有足先EX 时用它做脚趾;检测到左右不对称的权重错误时在日志里提示
Feet: slightly offset ankle D bones are merged, 足先EX is used for toes, and mirrored weight mistakes are reported in the log - README 重新编写,加入截图
New README with screenshots
说明 / Notes
- 已保存的「调整」不受骨骼精简影响(按链名、表情名记录)
Saved Tune edits are unaffected by the bone cleanup (they are keyed by chain and expression names)
Model-To-VRM v0.1.4
新增 / New
- 同时转换多个:几个文件、unitypackage 里的几套服装、压缩包里的几个模型同时转,快一倍以上(Marycia 整包 12.0 秒 → 3.8 秒)。「输出」页可选同时转几个:自动 / 1 / 2 / 4;「自动」按 CPU 核数和空闲内存定,每个任务要多少内存按文件大小估。某个模型失败不影响其它的;「停止」时已经在转的转完,没开始的不再开始
Several files, a package's outfits or an archive's models convert in parallel (Marycia package 12.0 → 3.8 s); Auto / 1 / 2 / 4 on the Output tab, Auto sizes each job's memory from its file size; one failing model doesn't stop the others - 只转换人物(「VRM」页,默认开):模型包里常带着的道具(剑、椅子这类没有人形骨架的)和只有衣服 / 配件的模型自动跳过,日志里写明原因,文件列表显示「已跳过」。「只转 PMX」时不挑;关掉开关就照常全部转换
"Characters only" (VRM tab, on by default): props without a humanoid skeleton and outfit-only models are skipped with the reason in the log; "PMX only" keeps everything
改进 / Improved
- 转换更快:贴图只解码一次、多线程处理(Pillow),顶点权重只算一次,unitypackage 一遍解完。爱弥斯(13 万顶点)6.5 秒 → 1.9 秒,Marycia 的一个 FBX 5.1 秒 → 1.9 秒,TGA 贴图的 unitychan 1.8 秒 → 0.65 秒;输出和以前完全一样
Faster: textures decoded once and in threads, weights computed once, one-pass unpack (Aemeath 6.5 → 1.9 s, Marycia FBX 5.1 → 1.9 s); outputs unchanged - 预览和游戏里更省内存:模型按表情分成几个网格(像 VRoid 的 Face / Body / Hair),每个网格只带动得到它的表情。三维软件和游戏会把表情展开成「顶点数 × 表情数」的完整数组,以前身体、衣服也要陪着脸带上全部表情:爱弥斯这一项 268 MB → 12 MB。表情效果不变,文件也小了一点
Meshes split by expression like VRoid, so viewers and games don't expand every morph over the whole body (Aemeath: 268 MB → 12 MB of morph data); expressions look the same - 转换时的内存峰值也低了一些(爱弥斯 600 MB → 510 MB)
Lower peak memory while converting - BMP / TGA / DDS 贴图用 Pillow 转换,更快,8 位 BMP 也能读了
BMP / TGA / DDS textures converted with Pillow: faster, 8-bit BMPs now load - 压缩包里不同文件夹的同名模型输出成 _2、_3,不再互相覆盖
Same-named models in different folders of an archive get _2 / _3 instead of overwriting each other