<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[LF: help with a model]]></title><description><![CDATA[<p dir="auto">Model: <a href="https://hub.vroid.com/en/characters/6043714444922755907/models/4425009719754212077" rel="nofollow ugc">https://hub.vroid.com/en/characters/6043714444922755907/models/4425009719754212077</a></p>
<p dir="auto">I'm kinda new to this forum, and also Blender, so thx for having me. For the life of me, I can't seem to figure out what is causing this. The model's blendshapes work correctly when used in Mate Engine, but the face expression becomes just static when I use a 3dUnity file to make it dance using the app's dance player. I've never experienced this kind of problem before. Already tried many things like reassigning and renaming the blendshapes and meshes. I don't think it's the problem with the lack of those Japanese MMD blendshapes, because I've used models with only the basic blendshapes, and they work without problems. Any help would be appreciated!</p>
]]></description><link>https://forum.ripper.store/topic/115809/lf-help-with-a-model</link><generator>RSS for Node</generator><lastBuildDate>Fri, 18 Sep 2026 12:12:44 GMT</lastBuildDate><atom:link href="https://forum.ripper.store/topic/115809.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 17 Jun 2026 06:14:39 GMT</pubDate><ttl>60</ttl></channel></rss>