Errors
Displayed message | Why displayed? | How to fix? |
Export target is inactive. | Displayed when the GameObject to be output is inactive. | Activate the GameObject to be output. You can also use the "Fix Automatically" button. |
You must specify the GameObject to output. | This message is displayed when the GameObject for output is not set. | Set the GameObject you want to export as .xwear/.xavatar in the "Export Target" field. |
Children contains null. | When outputting the .xavatar, this is displayed when there is an unset part in the list of costumes to be included. | Please delete the unset outfits or set up the outfits to be included. |
When outputting as avatar, the Animator must be attached to the GameObject that will be the Root. | This is displayed when the .xavatar is not a Humanoid. Since Animator is used to identify Humanoid, Animator must be attached when outputting .xavatar. |
Attach Animator to the root of the GameObject you want to output as .xavatar and set the appropriate UnityEngine.Avatar. |
When outputting as avatar, the output target must be a Humanoid. | Displayed when .xavatar is not Humanoid. UnityEngine.Avatar attached to the root is non-Humanoid and cannot be output. |
It is possible that the .fbx is set to Generic on the import settings. Please check and set the appropriate UnityEngine.Avatar. |
To output as a XAvatar, HumanoidMapComponent must be attached. You can either run the automatic configuration from the window or configure it manually. |
The HumanoidMapComponent is the component that allows the dresser to recognize the Humanoid bones. |
Attach the HumanoidMapComponent to the GameObject to which the Animator is attached. You can automatically attach the HumanoidMapComponent by clicking the "Auto Fix" button. |
To output as a XAvatar, HumanoidMapComponent or AccessoryRootComponent must be attached. You can either run the automatic configuration from the window or configure it manually. |
HumanoidMapComponent is the component that allows the dress-up function to recognize Humanoid bones. |
Attach a HumanoidMapComponent or AccessoryRootComponent to the output GameObject. Click the "Setup as Costume" button to automatically attach the HumanoidMapComponent and the "Setup as Accessory" button to automatically attach the AccessoryRootComponent. |
The hierarchy to which AccessoryRootComponent is attached is nested |
AccessoryRootComponent is the component that allows the dress-up function to recognize accessories. |
Delete the AccessoryRootComponent in the child hierarchy. |
The hierarchy to which HumanoidMapComponent is attached is nested |
AccessoryRootComponent is the component that allows the dress-up function to recognize accessories. |
Delete HumanoidMapComponent in the child hierarchy. |
HumanoidMapComponent is empty. |
The HumanoidMapComponent is the component that allows the dresser to recognize Humanoid bones. |
Proper configuration of the HumanoidMapComponent must be implemented. |
HumanoidMapComponent has null. |
The HumanoidMapComponent is the component that allows the dresser to recognize Humanoid bones. |
Check the HumanoidMapComponent settings and set the appropriate bones. |
HumanoidMapComponent has same HumanBodyBones. |
The HumanoidMapComponent is the component that allows the dresser to recognize HumanoidBones. |
Check the HumanoidMapComponent settings and set the appropriate bones. |
HumanoidMapComponent has same transform. |
The HumanoidMapComponent is the component that allows the dresser to recognize Humanoid bones. |
Check the HumanoidMapComponent settings and set the appropriate bones. |
Only one of HumanoidMapComponent or AccessoryRootComponent can be attached to the output GameObject. |
HumanoidMapComponent is the component that allows the dress-up function to recognize Humanoid bones. |
Delete either component depending on what you want to output. |
Multiple HumanoidMapComponent are attached |
The HumanoidMapComponent is the component that allows the dresser to recognize the Humanoid bones. |
Delete unnecessary HumanoidMapComponent. |
Multiple AccessoryRootComponent are attached |
AccessoryRootComponent is the component that allows the dress-up function to recognize accessories. |
Remove any unwanted AccessoryRootComponent. |
Active SkinnedMeshRenderer refers to bones that are not output. |
This message is displayed when a GameObject that is set to not output contains bones that are referenced by the SkinnedMeshRenderer that will be output. |
Press the "Check Target" button to see which bones are deactivated. |
Required bones are not registered in HumanoidMap. When exporting as an avatar, the bones that the Avatar referenced by Animator must be registered. |
HumanoidMapComponent is a component that allows the dresser to recognize Humanoid bones. |
Check the HumanoidMapComponent settings. |
The bones that the Avatar referenced by the Animator does not have are registered in the HumanoidMapComponent. |
HumanoidMapComponent is a component that allows the dresser to recognize Humanoid bones. |
Check the HumanoidMapComponent settings. |
Some renderer has no material references. |
Displayed when a material reference in the MeshRenderer or SkinnedMeshRenderer contains a null value. |
Check the material reference settings in the Renderer. |
Warnings
Displayed message | Why displayed? | How to fix? |
SkinnedMeshRenderer is referencing a null bone. This bones removed when export. Original will not be modified. |
This occurs when a bone referenced by SkinnedMeshRenderer contains a null value, such as when a referenced GameObject is deleted in the scene. |
The BindPose and BoneWeight are automatically adjusted and nulled at the time of output. |
This is displayed when the "GameObjects not to output" setting is "Inactive or unaffected bones". |
If there are GameObjects that you want to output, you can set "Output all" from "Setting GameObjects not to output". | |
Contains SkinnedMeshRenderers does not reference a mesh. This SkinnedMeshRenderers will not be export. |
This is displayed when SkinnedMeshRenderer does not reference a mesh. In that case, SkinnedMeshRenderer will not be included in the output. |
The warning will no longer appear if the mesh is properly assigned or the SkinnedMeshRenderer is removed if it is not needed. |
HumanoidMapComponent does not contain Hips bone. Can not execute AutoFitting in VRoid Studio |
HumanoidMapComponent is a component that allows the dress-up function to recognize the Humanoid bones. |
By setting Hips on the HumanoidMapComponent, this warning will no longer appear. |
Found bone structure same as defined in animator. May need to do merge that bones. Original will not be modified. |
This warning is displayed when a GameObject with the same hierarchical structure as the Humanoid definition on Animator is found among the children of the output target GameObject. |
When the "Merge Bones" button is pressed, the same hierarchical structure is merged into the Humanoid bones defined in Animator. |
Found bone with the same name as defined in animator. May need to do merge that bones. Original will not be modified. |
This warning is displayed when a bone with the same name is found in a child of a Humanoid bone on the Animator to be output. |
Clicking the "Merge Bones" button will merge the homonymous bones into the Humanoid bones defined in Animator. |
SkinnedMeshRenderer is referencing duplicated bones. This duplicates are removed when export. Original will not be modified. |
This message is displayed when there are duplicate bone references in the SkinnedMeshRenderer. |
Duplicates are automatically removed and BindPose and BoneWeight are adjusted during output. |
Position of export target is not origin. Moved to the origin when export. |
When outputting as an element or costume, this message is displayed when the GameObject to be output does not exist at the origin. | The origin is automatically moved to the origin at the time of output. The state on the scene is not changed. |
SubMeshes count is not equal to materials count. This meshes are modified when export. Original will not be modified. |
This condition is displayed when a Renderer with a different number of submeshes and materials exists. |
The number of submeshes and materials are automatically adjusted for the mesh during output. |