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	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Importing_Models_(Blender)&amp;diff=85</id>
		<title>Importing Models (Blender)</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Importing_Models_(Blender)&amp;diff=85"/>
		<updated>2025-09-15T10:26:31Z</updated>

		<summary type="html">&lt;p&gt;PlatonicDIVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Importing Models ==&lt;br /&gt;
When you are importing Project DIVA models into Blender, you need to make sure that you have the correct settings before you import.&lt;br /&gt;
&lt;br /&gt;
On the FBX import window, change the &#039;&#039;&#039;Armature&#039;&#039;&#039; settings from in the bottom right to:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|X Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secondary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|Y Axis&lt;br /&gt;
|}&lt;br /&gt;
Everything else can be left as is on import. This will properly align the bones, both for use in Blender, and for export later.&lt;br /&gt;
&lt;br /&gt;
== Exporting Models ==&lt;br /&gt;
When you export from Blender, export as FBX, and make sure you have the following settings on the export window:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Transform&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Scalings&#039;&#039;&#039;&lt;br /&gt;
|FBX Units Scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039; &lt;br /&gt;
| -Z Forward&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Up&#039;&#039;&#039;&lt;br /&gt;
|Y Up&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Unit&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use Space Transform&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Transform&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|X Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secondary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|Y Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armature FBXNode Type&#039;&#039;&#039;&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Only Deform Bones&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Add Leaf Bones&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|}&lt;br /&gt;
Any settings that are not listed can be left alone. &lt;br /&gt;
&lt;br /&gt;
== Exporting Models (Head) ==&lt;br /&gt;
Project DIVA head models are a little bit special, in that they have a model hierarchy that needs to be restored, and settings that need to be changed on input.&lt;br /&gt;
&lt;br /&gt;
=== Restoring the Model Hierarchy ===&lt;br /&gt;
After [https://docs.divamodarchive.com/Importing_Models_(Blender)#Importing_Models importing the model], you need to parent each mesh to the empty it belongs to in MikuMikuModel.&lt;br /&gt;
&lt;br /&gt;
For example:&amp;lt;blockquote&amp;gt;mikitm000_atam_head_00__divskn&amp;lt;blockquote&amp;gt;eye_MZ&lt;br /&gt;
&lt;br /&gt;
eyeblow_MZ&lt;br /&gt;
&lt;br /&gt;
eyelashes_MZ&lt;br /&gt;
&lt;br /&gt;
eyelid_MZ&lt;br /&gt;
&lt;br /&gt;
face_MZ&lt;br /&gt;
&lt;br /&gt;
oral_MZ&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;This is how these meshes are parented in MikuMikuModel, so we have to do the same in Blender. You can do this by selecting each of the meshes, &#039;&#039;then&#039;&#039; selecting the armature, and pressing &#039;&#039;&#039;Ctrl+P (Keep Transform)&#039;&#039;&#039;. This will restore the object hierarchy, so that the model can be correctly imported into MikuMikuModel.&lt;br /&gt;
&lt;br /&gt;
=== Exporting Face Models ===&lt;br /&gt;
Because of how Project DIVA handles the EYEBALL shader in game, you need to slightly tweak your export settings. You need to make sure your &#039;&#039;&#039;Geometry&#039;&#039;&#039; settings on the export window are the same as listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smoothing&#039;&#039;&#039;&lt;br /&gt;
|Normals Only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Export Subdivision Surface&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Modifiers&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Loose Edges&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Triangulate Faces&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tangent Space&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|}&lt;br /&gt;
This seems to fix most of the issues with the EYEBALL shader, but you may also need to use the &amp;quot;Generate Tangents&amp;quot; function in MikuMikuModel to fix additional issues: (&#039;&#039;&#039;NOTE:&#039;&#039;&#039; [https://ci.appveyor.com/project/blueskythlikesclouds/mikumikulibrary/build/artifacts Unstable MikuMikuModel] may be required to generate the proper tangents. If there are no AppVeyor builds available, you may need to [https://github.com/blueskythlikesclouds/MikuMikuLibrary?tab=readme-ov-file#manually-building manually build MikuMikuModel])&lt;br /&gt;
&lt;br /&gt;
All other export settings can be followed from [https://docs.divamodarchive.com/Importing_Models_(Blender)#Exporting_Models Exporting Models]&lt;/div&gt;</summary>
		<author><name>PlatonicDIVA</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Importing_Models_(Blender)&amp;diff=84</id>
		<title>Importing Models (Blender)</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Importing_Models_(Blender)&amp;diff=84"/>
		<updated>2025-09-15T10:25:43Z</updated>

		<summary type="html">&lt;p&gt;PlatonicDIVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Importing Models ==&lt;br /&gt;
When you are importing Project DIVA models into Blender, you need to make sure that you have the correct settings before you import.&lt;br /&gt;
&lt;br /&gt;
On the FBX import window, change the &#039;&#039;&#039;Armature&#039;&#039;&#039; settings from in the bottom right to:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|X Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secondary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|Y Axis&lt;br /&gt;
|}&lt;br /&gt;
Everything else can be left as is on import. This will properly align the bones, both for use in Blender, and for export later.&lt;br /&gt;
&lt;br /&gt;
== Exporting Models ==&lt;br /&gt;
When you export from Blender, export as FBX, and make sure you have the following settings on the export window:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Transform&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Scalings&#039;&#039;&#039;&lt;br /&gt;
|FBX Units Scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039; &lt;br /&gt;
| -Z Forward&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Up&#039;&#039;&#039;&lt;br /&gt;
|Y Up&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Unit&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use Space Transform&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Transform&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|X Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secondary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|Y Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armature FBXNode Type&#039;&#039;&#039;&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Only Deform Bones&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Add Leaf Bones&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|}&lt;br /&gt;
Any settings that are not listed can be left alone. &lt;br /&gt;
&lt;br /&gt;
== Exporting Models (Head) ==&lt;br /&gt;
Project DIVA head models are a little bit special, in that they have a model hierarchy that needs to be restored, and settings that need to be changed on input.&lt;br /&gt;
&lt;br /&gt;
=== Restoring the Model Hierarchy ===&lt;br /&gt;
After importing the head model like normal, you need to parent each mesh to the empty it belongs to in MikuMikuModel.&lt;br /&gt;
&lt;br /&gt;
For example:&amp;lt;blockquote&amp;gt;mikitm000_atam_head_00__divskn&amp;lt;blockquote&amp;gt;eye_MZ&lt;br /&gt;
&lt;br /&gt;
eyeblow_MZ&lt;br /&gt;
&lt;br /&gt;
eyelashes_MZ&lt;br /&gt;
&lt;br /&gt;
eyelid_MZ&lt;br /&gt;
&lt;br /&gt;
face_MZ&lt;br /&gt;
&lt;br /&gt;
oral_MZ&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;This is how these meshes are parented in MikuMikuModel, so we have to do the same in Blender. You can do this by selecting each of the meshes, &#039;&#039;then&#039;&#039; selecting the armature, and pressing &#039;&#039;&#039;Ctrl+P (Keep Transform)&#039;&#039;&#039;. This will restore the object hierarchy, so that the model can be correctly imported into MikuMikuModel.&lt;br /&gt;
&lt;br /&gt;
=== Exporting Face Models ===&lt;br /&gt;
Because of how Project DIVA handles the EYEBALL shader in game, you need to slightly tweak your export settings. You need to make sure your &#039;&#039;&#039;Geometry&#039;&#039;&#039; settings on the export window are the same as listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smoothing&#039;&#039;&#039;&lt;br /&gt;
|Normals Only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Export Subdivision Surface&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Modifiers&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Loose Edges&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Triangulate Faces&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tangent Space&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|}&lt;br /&gt;
This seems to fix most of the issues with the EYEBALL shader, but you may also need to use the &amp;quot;Generate Tangents&amp;quot; function in MikuMikuModel to fix additional issues: (&#039;&#039;&#039;NOTE:&#039;&#039;&#039; [https://ci.appveyor.com/project/blueskythlikesclouds/mikumikulibrary/build/artifacts Unstable MikuMikuModel] may be required to generate the proper tangents. If there are no AppVeyor builds available, you may need to [https://github.com/blueskythlikesclouds/MikuMikuLibrary?tab=readme-ov-file#manually-building manually build MikuMikuModel])&lt;br /&gt;
&lt;br /&gt;
All other export settings can be followed from [https://docs.divamodarchive.com/Importing_Models_(Blender)#Exporting_Models Exporting Models]&lt;/div&gt;</summary>
		<author><name>PlatonicDIVA</name></author>
	</entry>
	<entry>
		<id>https://docs.divamodarchive.com/index.php?title=Importing_Models_(Blender)&amp;diff=83</id>
		<title>Importing Models (Blender)</title>
		<link rel="alternate" type="text/html" href="https://docs.divamodarchive.com/index.php?title=Importing_Models_(Blender)&amp;diff=83"/>
		<updated>2025-09-15T10:24:49Z</updated>

		<summary type="html">&lt;p&gt;PlatonicDIVA: Added categories, and directions for import/export&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Importing Models ==&lt;br /&gt;
When you are importing Project DIVA models into Blender, you need to make sure that you have the correct settings before you import.&lt;br /&gt;
&lt;br /&gt;
On the FBX import window, change the &#039;&#039;&#039;Armature&#039;&#039;&#039; settings from in the bottom right to:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|X Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secondary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|Y Axis&lt;br /&gt;
|}&lt;br /&gt;
Everything else can be left as is on import. This will properly align the bones, both for use in Blender, and for export later.&lt;br /&gt;
&lt;br /&gt;
== Exporting Models ==&lt;br /&gt;
When you export from Blender, export as FBX, and make sure you have the following settings on the export window:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Transform&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Scalings&#039;&#039;&#039;&lt;br /&gt;
|FBX Units Scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039; &lt;br /&gt;
| -Z Forward&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Up&#039;&#039;&#039;&lt;br /&gt;
|Y Up&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Unit&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use Space Transform&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Transform&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|X Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secondary Bone Axis&#039;&#039;&#039;&lt;br /&gt;
|Y Axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armature FBXNode Type&#039;&#039;&#039;&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Only Deform Bones&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Add Leaf Bones&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|}&lt;br /&gt;
Any settings that are not listed can be left alone. &lt;br /&gt;
&lt;br /&gt;
== Exporting Models (Head) ==&lt;br /&gt;
Project DIVA head models are a little bit special, in that they have a model hierarchy that needs to be restored, and settings that need to be changed on input.&lt;br /&gt;
&lt;br /&gt;
=== Restoring the Model Hierarchy ===&lt;br /&gt;
After importing the head model like normal, you need to parent each mesh to the empty it belongs to in MikuMikuModel.&lt;br /&gt;
&lt;br /&gt;
For example:&amp;lt;blockquote&amp;gt;mikitm000_atam_head_00__divskn&amp;lt;blockquote&amp;gt;eye_MZ&lt;br /&gt;
&lt;br /&gt;
eyeblow_MZ&lt;br /&gt;
&lt;br /&gt;
eyelashes_MZ&lt;br /&gt;
&lt;br /&gt;
eyelid_MZ&lt;br /&gt;
&lt;br /&gt;
face_MZ&lt;br /&gt;
&lt;br /&gt;
oral_MZ&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;This is how these meshes are parented in MikuMikuModel, so we have to do the same in Blender. You can do this by selecting each of the meshes, &#039;&#039;then&#039;&#039; selecting the armature, and pressing &#039;&#039;&#039;Ctrl+P (Keep Transform)&#039;&#039;&#039;. This will restore the object hierarchy, so that the model can be correctly imported into MikuMikuModel.&lt;br /&gt;
&lt;br /&gt;
=== Exporting Face Models ===&lt;br /&gt;
Because of how Project DIVA handles the EYEBALL shader in game, you need to slightly tweak your export settings. You need to make sure your &#039;&#039;&#039;Geometry&#039;&#039;&#039; settings on the export window are the same as listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;˅&#039;&#039;&#039; &#039;&#039;&#039;Armature&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smoothing&#039;&#039;&#039;&lt;br /&gt;
|Normals Only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Export Subdivision Surface&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Apply Modifiers&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Loose Edges&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Triangulate Faces&#039;&#039;&#039;&lt;br /&gt;
|✗&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tangent Space&#039;&#039;&#039;&lt;br /&gt;
|🗸&lt;br /&gt;
|}&lt;br /&gt;
This seems to fix most of the issues with the EYEBALL shader, but you may also need to use the &amp;quot;Generate Tangents&amp;quot; function in MikuMikuModel to fix additional issues: (&#039;&#039;&#039;NOTE:&#039;&#039;&#039; [https://ci.appveyor.com/project/blueskythlikesclouds/mikumikulibrary/build/artifacts Unstable MikuMikuModel] may be required to generate the proper tangents. If there are no AppVeyor builds available, you may need to [https://github.com/blueskythlikesclouds/MikuMikuLibrary?tab=readme-ov-file#manually-building manually build MikuMikuModel])&lt;br /&gt;
&lt;br /&gt;
All other export settings can be followed from Exporting Models&lt;/div&gt;</summary>
		<author><name>PlatonicDIVA</name></author>
	</entry>
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