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Beyond VTuber Tools — Beta Testing & Bug Reports

This is the official public issue tracker for Beyond VTuber Tools, a Blender extension that expands the VRM Add-on for Blender with conversion, expression, lip-sync, spring-bone, posing, animation, and MToon workflows.

Report a bug · View open reports · Open the testing hitlist

This repository contains documentation and issue forms only. It does not contain the private extension source code or beta installers. Use the beta distribution channel provided to you for downloads.

Before reporting a bug

  1. Restart Blender after installing or updating the extension.
  2. Confirm the problem still occurs in the latest beta you can access.
  3. Search the open issues for the same problem.
  4. Note the exact Blender version, Beyond VTuber Tools version, VRM Add-on version, operating system, and GPU.
  5. Record the smallest reliable sequence of actions that reproduces the problem.
  6. Attach screenshots, a short screen recording, console output, or a crash log when safe.

Do not publicly upload paid avatars, private game assets, Mixamo cookies, access tokens, reference-voice recordings you cannot redistribute, or .blend files containing sensitive material. A minimal substitute file is ideal. If the original file is required, say that a private reproduction file is available.

Feature guide, panel by panel

Feature availability can vary by beta build, Blender version, VRM version, and installed optional dependencies.

VRM 0.xx/1.x Conversion

  • Converts VRM 0.x avatars to VRM 1.0 and VRM 1.0 avatars to VRM 0.x.
  • Preserves semantic humanoid assignments, mirrored limbs, finger chains, expressions, collider groups, springs, physics settings, centers, and references where the target format can represent them.
  • Handles current UUID-based and older name-based VRM Add-on data.
  • Avoids duplicate conversion data when an operation is repeated.
  • Shows a categorized conversion report with completed, reused, skipped, unresolved, and failed results.
  • Detects and repairs supported non-standard spring data before conversion.

Format Conversion — MMD | VRoid | ARKit

  • Maps MMD materials to VRM MToon materials on selected meshes or every mesh belonging to the active armature.
  • Maps MMD, VRC, ARKit, VRoid, RPM, anime-style, and custom shape-key naming profiles to VRM expressions.
  • Supports configurable mapping rows, weights, custom expressions, combined-shape creation, overwrite behavior, and deletion of existing mappings.
  • Supports saved user mapping profiles and editable JSON mappings.
  • VRoid material conversion is currently marked as coming soon; please do not report its absence as a regression.

Beyond Expressions

  • Zeros VRM expression previews, with an option to reset related shape keys.
  • Adds ARKit-compatible shape keys using the included VRoid source choices.
  • Provides the full profile-based VRM expression mapping editor.
  • Captures the current shape-key mix as a VRM expression and duplicates existing VRM expressions.
  • Runs automatic blinking, gaze, saccades, and configurable random expressions.
  • Supports VRM 0.x and VRM 1.0 look mappings, eye-bone mappings, sensitivity, target centering, stepped facial timing, asymmetry, overlap, and per-expression controls.
  • Updates only owned automated expressions so unrelated add-ons can continue driving other shape keys.

Audio to Lip Sync

  • Analyzes imported audio with SoundSwallower and automatically converts supported non-WAV formats for analysis.
  • Drives the five VRM mouth visemes with normalized output and optional ARKit mouth and brow detail.
  • Adds configurable mouth strength, ARKit strength, stepped timing, sentiment-based expression accents, head nods, head tilts, gaze accents, drift, and anticipation.
  • Generates local speech with English Chatterbox Turbo or Japanese Irodori TTS.
  • Supports multiple reference-voice files, automatic clip ranking/curation, joining short clean clips, and reference cleanup controls.
  • Supports tagged TTS vocalizations such as [laugh] and [giggle] with coordinated blink and head motion.
  • Maintains searchable and sortable histories for generated speech and imported audio.
  • Can refresh, play, retain, unlink, and delete each coupled audio/lip-sync item.
  • Restores previous animation state after temporary playback unless the user chooses to retain the generated assets.

Automatic Spring Bones & Colliders

  • Generates VRM 0.x or VRM 1.0 spring chains from configurable source bones and descendant searches.
  • Generates categorized colliders for the head, torso, arms, hands, fingers, and legs.
  • Supports include/exclude rules, selected-bone rules, per-bone exclusions, automatic humanoid mapping, and duplicate replacement.
  • Configures gravity direction, stiffness, drag, gravity power, hit radius, collider count, and collider size.
  • Bulk-edits existing generated springs and collider groups.
  • Includes a realtime preview engine while playback is stopped and deterministic frame-based simulation during animation playback and rendering.
  • Supports loop-aware spring physics across the configured animation range.

VRM Posing/Animation

  • Applies poses and animations to standard VRM Humanoid rigs, Mixamo rigs, Auto-Rig Pro, and Rigify.
  • Retargets FK, IK, mixed limb states, hips/root motion, hands, feet, fingers, twists, effectors, and stable pole controls.
  • Includes bundled VRM poses and Kawaii animation samples.
  • Imports FBX, VRMA, GLB/glTF, and BVH animations into a persistent user library.
  • Captures the active action as a reusable custom animation and records the current humanoid pose as a reusable VRMA pose.
  • Supports Mixamo login, selection, download, local refresh, application, and deletion without altering the source control rig.
  • Displays animated gallery thumbnails with pagination, memory targeting, auto-framing, transparent-background capture, and optional optimized playback behavior.
  • Supports sorting, searching, categories, custom library tabs, renaming, recapturing thumbnails, editing, restoring, and deleting user assets.
  • Can loop animation beyond the source range and clear the currently applied avatar pose and animation.

MToon True Preview

  • Provides a retained GPU MToon viewport renderer for faithful live material relationships, transparency, outlines, lighting, and deformation.
  • Applies per-material transparency and render-order controls.
  • Defines realtime stencil writer/masked-material relationships for effects such as facial features visible through hair.
  • Preserves pre-shape-key normals when enabled.
  • Supports realtime viewport preview plus still-image and animation rendering through the MToon True Preview render engine.
  • Offers transparent-background and interface-lock render options in Render Properties.
  • Restores matching MToon materials from VRM or Blender files and can optionally replace selected matching meshes while preserving the target scene structure.
  • Requires Blender 5.0 or newer for True Preview; other extension panels support the manifest's wider Blender range.

What should beta testers prioritize?

The full testing and bug-reporting hitlist is organized by risk and panel. The most valuable reports cover:

  • crashes, freezes, data loss, or changes that survive Undo unexpectedly;
  • results that differ between Windows, Apple Silicon macOS, Intel macOS, or Linux;
  • VRM 0.x behavior that differs from equivalent VRM 1.0 behavior;
  • save/reopen failures, stale state after switching files, or broken cleanup;
  • animation playback, Sync to Audio, edit-mode, or high-load performance regressions;
  • visual differences between the viewport preview and final render;
  • failures involving disabled collections, multiple view layers, multiple materials, or non-ASCII/long paths;
  • controls that do nothing, misleading status messages, DPI/layout problems, or workflows that are difficult to understand.

A high-quality bug report includes

  • one problem per issue;
  • the affected panel and operation;
  • exact versions and system information;
  • numbered reproduction steps starting from a known state;
  • expected and actual results;
  • whether it happens after a clean Blender restart;
  • whether it is a regression and the last known working build, if known;
  • screenshots or video for visual/UI bugs;
  • console output or crash logs for errors;
  • a safe minimal reproduction file when possible.

Please use the structured Bug report form so the details needed for diagnosis are not missed.

Project links

  • Private development repository: maintained separately
  • Public beta reports: Issues

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