<?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[MMD eye setup?]]></title><description><![CDATA[<p dir="auto">I've seen some avatar that have their eyes rigged to move as well as lipsync and I was wondering what the setup for that is. Do the bones need a name, or is it a blendshape?</p>
]]></description><link>https://forum.ripper.store/topic/121324/mmd-eye-setup</link><generator>RSS for Node</generator><lastBuildDate>Thu, 17 Sep 2026 12:45:09 GMT</lastBuildDate><atom:link href="https://forum.ripper.store/topic/121324.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 12 Jul 2026 21:35:45 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to MMD eye setup? on Mon, 13 Jul 2026 00:36:05 GMT]]></title><description><![CDATA[<p dir="auto">Its a mixture of things. In order to have MMD work on your model, your avatars head needs to be named "Body", and if its a connected body where both the head and body meshes are linked together, it still needs to be named "Body" in the hierarchy in unity. Secondly, your model needs to have blendshapes that do what's needed. They need to be in Japanese. If your model doesn't already have them, then as long as the model came with the regular visemes like vrc_blink, vrc_aa, vrc_oh etc, then you can set MMD up with this tool.</p>
<p dir="auto"><a href="https://booth.pm/en/items/3696116" rel="nofollow ugc">https://booth.pm/en/items/3696116</a></p>
]]></description><link>https://forum.ripper.store/post/2023141</link><guid isPermaLink="true">https://forum.ripper.store/post/2023141</guid><dc:creator><![CDATA[TyeXO]]></dc:creator><pubDate>Mon, 13 Jul 2026 00:36:05 GMT</pubDate></item></channel></rss>