1 Create or Convert VRMs to .ME Models
Shiny edited this page 2025-04-23 11:08:58 +02:00
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Create or Convert VRMs to .ME Models

Create a .me Model from VRM0.X (For Model Makers Only)

What .ME Models Support:

  • Any Shader you want (e.g. Liltoon, Poiyomi, and more)
  • Any Prefab you want (as long as all contents are inside the prefab)
  • Any Clothes you want
  • All existing Unity built-in features (e.g. Point Lights, Audio Sources)

Limitations on .ME Models:

.me models do not support custom C# scripts attached to prefabs that are compiled outside of MateEngine.
This is due to Unity's limitations and also for the safety of others — we don't want custom C# scripts in our model mods that could contain a virus!


How to Convert VRM0.X to .ME File Format

Its pretty easy to create a working .me model.
First, you need a fully existing and working VRM0.X or VRM1.X (not tested) file.

Make sure it fully works (e.g. correct armature structure, blendshapes, etc.).
You can test this by simply using your existing VRM0.X or VRM1.X file in MateEngine.
If the eyes blink (blendshapes) and the body moves correctly (armature), then you're all set!

Steps to Convert:

  1. Drag and drop your VRM file into your Hierarchy/Unity scene.
  2. Edit your VRM file however you want (e.g. change shaders, materials, etc.).
  3. Once youre done, save it as a prefab (explained below).
  4. Move your saved prefab into the "Model Exporter" section of the MateSDK window.
  5. Type in a name and click Export.
  6. Done! You can now use your .me avatar by clicking on "VRM" in the menu!

Why Do I Need to Save My Model as a Prefab Before Exporting?

Its crucial that you save it, because when you later want to edit this model, you must use the saved prefab.
Unity cannot read the .me file format — this means when you want to make changes,
you cannot import the .me file ever again.