Tabski
tabski.bsky.social
Tabski
@tabski.bsky.social
hobbyist gamedev
Ah good catch. I just pushed a stealth-fix so the folder will get created.
January 11, 2026 at 2:53 PM
they just keep coming
January 4, 2026 at 2:29 PM
Reminds me of my first yinglet creator model from ~1 year ago. Keep it up, you got this!
December 27, 2025 at 5:00 AM
Export functionality was added around 2 weeks ago:
steamcommunity.com/app/3954540

However, it only gets you a .blend file. Some users like the talented @hirsuta.bsky.social have figured out how to take it all the way to VR Chat but it takes a good amount of work:
bsky.app/profile/hirs...
Yinglet Creator VRChat Avatar Conversion Walkthrough:
youtu.be/PgerlC9W3ao

The blender model uses a mirror modifier so if you have an asymmetrical Yinglet then the results may be off.
December 25, 2025 at 5:06 AM
when I asked the mods they said it was free to invite anyone to (hence why I link to it from yinglet creator). the only caution was to take care to not post it toooo publicly that bad actors / bots catch on
December 17, 2025 at 12:30 AM
But that's just for blender. It still doesn't help with getting it into VRChat.

I'm not sure the custom material that drives all that can be recreated in VR chat. Someone who knows more about VR chat shader support would have to speak to that.
December 14, 2025 at 7:11 PM
For the mouth to open like the wiki shows: all three of those things must be done (updating the `ExpressionOpen`, the `ClosedToOpenUV`, and rotating the `mandible` bone).
December 14, 2025 at 7:09 PM
It's actually loosely based on some official Val artwork:
December 13, 2025 at 8:19 PM
Shout outs to @midas299.bsky.social for suggesting a way this could be implemented:

bsky.app/profile/mida...
Could it maybe be possible to, instead of exporting the model itself, create a single, publically available model that matches the in-game one, and being able to export the texture / customization variables people have made and apply them to the model in blender or something?
December 13, 2025 at 4:54 PM
That's actually a pretty pragmatic way to go about it.

I'm out of town right now but I'll sleep on that idea for when I'm back.
November 28, 2025 at 11:40 AM
Official model export support is very unlikely to happen unfortunately.

To get into the boring technicals: I wasn't able to find a runtime .fbx or .gltf exporter that could handle the workflow. And creating something like that myself is a bit above my paygrade.
November 26, 2025 at 4:29 PM
it'd still take a lot of effort and blender knowledge, but now that the project is open source you could manually re-assemble your ying out of the raw .blend files

github.com/TBartl/Yingl...
November 26, 2025 at 4:33 AM
Also, the project is now open-source:
github.com/TBartl/Yingl...
November 25, 2025 at 2:39 AM
Yeah I'm not sure how much I want to say just yet.

Not because I'm trying to keep it a surprise, but because I want to be confident that I can actually implement it before committing to anything.
October 22, 2025 at 8:05 PM
Hmm, there's nothing implemented for that right now.

I'm currently focused exclusively on adding modding/workshop support. Once that's in, I'm hoping things open up to allow for more cool features like that.
October 21, 2025 at 9:46 PM
I'm impressed you staged all this without accidentally clicking off of pose mode 😅
October 21, 2025 at 3:18 PM
You can click this little folder icon to jump their immediately but yeah it's a little unintuitive.

I'm not sure what's going on with the steam pictures. I usually have the steam overlay disabled but I'll check that out 👀
October 17, 2025 at 10:24 PM
Cool design by the way!
October 7, 2025 at 9:44 PM