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File: la yendere sweet.png (441 KB, 611x605)
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please someone know how to export a 3d custom girl file and how to import it into unity
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>>1029577
Use vrm or Cats plugin to get it into blender
Then export to unity
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>>1029577
I'll do it for you if you flirt with me and compliment my BWC.
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>>1029583
ok so send it here lol
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In the mean time tell us about the unity project
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>>1029589
just to easly have vrchat avatar that no one have
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>>1029590
You sound like an underage foreign ESL girl
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>>1029592
underage no but for the rest yeah
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>>1029593
There are many youtube videos describing how to do that. Also, what's your first language?
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>>1029594
i didnt find any interesting videos if you have a link or something
and french
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>>1029596
>french
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>>1029598
>speak bad about french
>is americain
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>>1029596
It's already the first search result.
https://www.youtube.com/watch?v=bSwMz4WcajQ
>french
Interesting language I learned for years.
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>>1029616
NTA but OP asked a specific question and this video is apparently about how to get a random character mesh you can already edit, into vrc.
3d custom girl is a niche japanese porn game from nearly 20 years ago. Well, more of a character creator and poser than a game. Its modding scene was nearly entirely japanese and the game used its own 3d format for meshes, and what little there was of the english modding scene died with hongfire, so english info on it isn't all that available.

The hard part is just getting the model into a modeling program as the meshes are stored in the snowflake .tso format. Last time I fiddled with the game was probably 10 years ago, and from what I know OP has 2 options:
-The easiest is probably hunting down the 3dcg->mmd converter and use that, then use the mmd_tools plugin in blender to open the result. I think the converter works on 3dcg character hardsaves (green background) directly. The converter may do some undesirable things adapting the rig to mmd standards, so if that happens you'll have to undo that if it matters.
-Otherwise if you want to get 3dcg meshes into blender directly, the most accessible way that I'm aware of that actually preserves the skinning is an ancient blender plugin for blender 2.49b specifically. Assuming you have a character hardsave, there are utilities to extract the .tso files used in the character from the hardsave image. Then you just import them into that old blender version with the plugin, save the file, and open the file you just saved in an actually recent blender version for the actual editing. Note that each tso file stores the entire character rig, so you'd have to reparent the meshes to use a single one. The blender plugin and the hardsave extractor were available on those japanese mod uploaders, I think the only way you can access most of them now is probably through ancient 3dcg mod archive torrents. Can't tell you the exact mod filenames as I nuked all my 3dcg shit many years ago.
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>>1029623
>3d custom girl
Oh well never heard of it lmao, I thought it was OP being not all that knowledgeable about 3D and using baby language. Now we have here a completely autistic software from 300 years ago with a magic file format you can't open anything with except with niches.
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>>1029625
Yeah it's not exactly common knowledge, illusion games were the hottest shit back then, at least in the english speaking part of the internet. Not to say there wasn't a several thousand page general 3dcg thread (if I remember right) on hongfire, as despite being niche it was still one of the bigger "games" because it had a LOT of mods to play with. You can probably find a lot of old posts on deviantart for it as well, the community there was (is?) big on making donut steel OCs, and you could do a lot with all those mods.

Actually OP might have another crazy option, if he can find the blender plugin (or the 3dcg->mmd converter if the source can be found somewhere, but I doubt it is), he can probably feed the code to some AI and force it to adapt it into a usable script on modern blender. The tso spec probably can't be found directly online, but it can be inferred from the plugin's source. The script would still be not completely trivial as tso files stored everything necessary for a particular mesh: textures, the particular shader programs used for materials from the selection of programs in the main shader mod, the rig (despite the game outright crashing if you tried to load a non-standard rig ingame) in addition to the raw mesh data. But I guess the shader can be dropped, and images are easily handled as packed image data in blender without having to actually write anything to a file, I think it's doable.
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>>1029577
Welp...



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