//=time() ?>
まず、ノーマルマップをベイクする上で四角メッシュは三角分割しておく必要がある。この理由は、三角分割のアルゴリズムがベイク環境と読み込み先のエンジンで異なる可能性があるため。その上で、ノーマルマップをベイクする場合ソフトエッジにしておく。画像のような法線の状態。 #Substance
@RoyalxChild There is an easy solution you can do when bringing it from Blender.
Be sure to perform Pose Freeze when exporting.
This is the process of normalizing rotation and scale.
If you do this, the result will match on Unity and VRoid Hub.
This is the data output after Pose Freeze.
@RoyalxChild I'm reporting the cause of this problem.The problem is due to the non-normalized scale of the object.
Apparently, MToon had no effect on the thickness of the outline, but on the VRoid Hub.This problem is shared by engineers and VRoid Hub is considering how to deal with it.