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Releases: Hoyotoon/Hoyo2VRC

Hoyo2VRC 5.2.2

21 Jul 05:48
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Honkai Impact Part 2

  • Fixed an issue where Part 2 models would fail to convert

Hoyo2VRC 5.2.1

30 Jun 06:14
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Honestly just a hotfix

Wuthering Waves

  • Fixed an issue where the basis shapekey wouldn't be copied over to the eyes causing one of the pupil ones to be active at all times

Hoyo2VRC 5.2.0

24 Jun 18:21
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General

  • MMD Shapekey Generation: Added function to automatically generate MMD shapekeys for all supported games
  • Ground Positioning: Models are now automatically positioned on the ground (Z=0) for proper placement
  • Dynamic UI: Conversion settings panel now only displays options relevant to the selected character type
  • Material System: Addon now automatically creates required material JSON files for proper shader functionality

Honkai Star Rail

  • Bangs Material Detection: HSR characters now have automatic bangs material creation. It's very early and jank but should be good enough

Zenless Zone Zero

  • Zenless Zone Zero (ZZZ): Full shader support release with proper material handling
  • Zenless Zone Zero (ZZZ): Improved bone reparenting system for non-humanoid bones to fix disconnected child bone issues
  • ZZZ Eye Highlights: Fixed issue where eye highlight effects weren't being properly applied to generated Eye Bones

Hoyo2VRC 5.1.0

23 Jun 05:51
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Guess it wasn't the final version

Updater

  • Added an Auto Updater to the addon.

Hoyo2VRC 5.0.0

28 Feb 15:54
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Hoyo2VRC V5.0.0 (Final)

As I'm preparing to finalize everything here's a full rewrite of Hoyo2VRC from scratch to build it more properly, easier to understand (and contribute) alongside some last features before being done with it. There probably won't be any updates towards it anymore.

General

  • Intended version to use the addon is now 4.0.0. Other versions can have some material/texture assigning not function properly.

  • Full modular approach rewrite with lots of more comments and example usages for developers.

  • Removed quite a few unused and outdated code/practices

  • New UI that will also now tell you what name, game, bodytype/weapontype you're working on

  • Reworked Game Detection to get as much information of a model as possible.

  • On conversion the addon will now try to automatically find and slot in textures for you. Afterwards it'll set the material up to remove weird normals and metallics.

Importer/Exporter

  • Reworked Importer to automate scaling
  • All models except Wuthering Waves (Issue isn't present) will have the endpoint fix

Genshin

  • Bones will now be renamed to match the standard Humnanoid naming scheme
  • Better handling of removing unwanted meshes or bones
  • Automatically reparent the pelvis bones to the Hips
  • The original eyes of the game will not be touched. Instead I'm generating new Bones from scratch, weight painting them and placing them to always be correct regardless of which base/model.
  • Automatic UV Map Reordering to fix character issues such as Childe, Fischl, Asmoday
  • Utilize different source shapekeys for the VRC ones.

Genshin Weapons

  • Due to importer changes scaling should be more universal.
  • Should now support all weapon types better.
  • Weapons with animations built in the FBX should remain on export.
  • Weapon who are either only a Mesh are now supported as well, otherwise armature types behave as usual.

Star Rail

  • All HSR Models have been updated on the repo to now have all facial animation applied to them. It's up to you now to test and remove which ones you do not want to have.
  • Better and slightly faster animation to shapekey.
  • In the case of the Face_Mask not having any weights, it'll now be weighted to the head and the mesh will be merged with the Face mesh.
  • The original eyes of the game will not be touched. Instead I'm generating new Bones from scratch, weight painting them and placing them to always be correct regardless of which base/model.

Honkai Impact

  • This has been completely reworked and only tested on proper exports and not old/broken exports from older repo's

  • There's now a system that'll detect OldFace models and once detected will disable conversion as they are Not supported.

  • Bones will now be renamed to match the standard Humanoid Naming scheme instead of my own preferred ones. Ensuring Unity will always automatically slot them in properly.

  • Reparent the pelvis to the Hips

  • More accurate VRC/FBT Armature alignment alongside better handling if there's not enough bones.

  • The original eyes of the game will not be touched. Instead I'm generating new Bones from scratch, weight painting them and placing them to always be correct regardless of which base/model

ZZZ

  • There's no shader yet nor is there an ETA, but it is officially now supported on properly exported models
  • Pretty much does all the things it would do for the other games nothing different.
  • May be a bit inconsistent due to lack of information.

Wuthering Waves

  • The models are being scaled down now to normal values due to the importer changes.
  • Better handling of removing junk bones
  • Updating the logic to support the different kinds of finger setups.
  • The original eyes of the game will not be touched. Instead I'm generating new Bones from scratch, weight painting them and placing them to always be correct regardless of which base/model.
  • Due to the structure of Wuwa models their textures will not be loaded and applied.

Hoyo2VRC 4.5.1

01 Jan 20:08
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Hoyo2VRC v4.5.1

General Changes

  • Removed functionality to maintain leftover prop information

Hoyo2VRC 4.5.0

01 Dec 06:13
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Hoyo2VRC v4.5.0

General Changes

  • Added support for processing models without an armature (mesh-only exports now supported)
  • Improved eye bone placement logic across all supported games
  • Added a toggle for FBT (Full Body Tracking) fixes
    • This is now optional as HoyoToon handles some fixes directly in Unity
    • May be removed in future versions if Unity-side fixes prove sufficient

Genshin Impact

  • Fixed endpoint orientation issues in bone processing (No more bones pointing in weird directions!)
  • Eye bones (EyeBoneLA02/EyeBoneRA02) are now renamed to Eye_L/Eye_R
    • This standardizes eye bone naming across all supported games
    • Required for proper processing by VRChat, HoyoToon, and related scripts
  • Added support for Genshin Impact weapons
    • Includes basic cleanup and processing

Honkai Impact 3rd

  • Implemented new fixes for bone hierarchy issues
  • Improved eye placement logic for better accuracy

Wuthering Waves

  • Added support for new finger bone structure introduced in 2.0

Hoyo2VRC 4.0.5

11 Oct 07:38
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General

  • Added a new "Generate Shape Keys" toggle in the Conversion Settings panel.

Genshin Impact

  • Introduced a "Keep Star Eye Mesh" option to preserve the EyeStar mesh during Genshin Impact conversion.
  • Added Blink, Happy Blink and Pensive Blink shape keys to the conversion.

Honkai Impact 3rd

  • Added Blink and Happy Blink shape keys to the conversion.

Wuthering Waves

  • Added Blink shapekey to the conversion.

Hoyo2VRC 4.0.1

24 Aug 08:43
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Some small fixes

UI

  • Display Model is already converted when it's detected to hold the Armature in it's object name

Genshin

  • Fix Update Spin fixing logic to not mess up the models
  • Detect AO_Bip meshes and deleting them

Wuthering Waves

  • No longer deleting the Calf Twist bones

Hoyo2VRC 4.0

15 Jul 05:11
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Honestly it's just adding support for Wuthering Waves FBX Rips from our so awesome public, made with love and totally not gatekeeping mindset HoyoToon Assets

Wuthering Waves

  • Rename Bones to fit Basic Humanoid naming scheme
  • Setup Armature for Full-Body Tracking
  • Connect lose armature and reparent bones
  • Generate Visemes for VRC
  • Seperate Eyes (mandatory)
  • Create Eye bones and weight paint them

Full Changelog: 3.0.3...4.0