

Shout out to Dreokor for helping me with the SDK There's no body underneath the clothes unfortunatelyįrisks eyes from a certain distance or view will disappear only with shaders on, chara also has cheek marks but they look icky There are 3 models with the same name 1 of them has to be The One Sometimes the feet look odd with some animations but not obivous. There is a very small problem with the bones and idk how to fix it. Nico Robin from One Piece in her Dressrosa Arc outfit edited with two different feet versions, the normal one which is clean but also pinkish and a dirty variant as well The one with the sandlas the jacket is kinda far out and away from the boobs but other then that the model is fine Includes metallic shaders version and playable micros! Will no longer try to apply a SphereMap to a material (this feature is currently broken in MMD4Mecanim) The Export folder should now come packaged with the SDK, so users don’t need to create it manually during setup.This model comes with a huge number of morphs, including some that remove her clothes. Instead of making all new shaders opaque, the SDK will make a guess based on texture transparency/material names for the best mode (opaque, fade, cutout, or transparent) Added a warning popup that reminds the user to set the model’s animation type to Humanoid if they haven’t done when they try to export.

Materials hidden in this way will not generate a collider when imported, so this is a simple way of hiding clothing or other elements from models during the import process, useful for creating things like nude/clothed variants quickly.

Materials can be hidden by changing the shader mode to “Cutout” and change the Albedo color alpha (black slider) to 0. Fixed: “BE Shrink” script kept scaling even after using stop/reset Fixed: Camera frustum distance was too low on some maps, causing a “cutoff” clipping effect before the horizon
