Thanks for the feedback Detocroix! This is very helpful.
1) Agreed, there should be a user friendly way to adjust it in the app. But, you can play around with the "Weight Multiplier" and "Max Weight" settings in your character's viseme and arkit mappings datatables. It might help patch over your immediate issues.
2) Tracking Settings is where stuff like this is adjusted. https://kemorig.com/documentation/editortrackingsettings/ . You can adjust how head tracking is extrapolated down the spine. For more advanced / natural movement, I recommend making a 2D blendspace that's driven by head rotation. Blendspaces are not kemorig-specific, you can look up how they work in the Unreal docs and implement one in your animation blueprint.
3) I do plan to eventually have something like this as well as direct twitch integration. The method for now is to set hotkeys in kemorig and have streamerbot press virtual keys.
Proto
2025-07-24 19:50:25 +0000 UTC
After running a quick impro stream once I got everything running; Loving it thus far. Being able to just easily edit and update stuff is just wildly amazing compared to the cumbersome workflow on using VRM -> VSF -> Vtuber software
There's a couple things I noted myself that I'd like to have that's kinda not there yet;
1) A modifier to add intensity to visemes morpher application; Currently the amount mouth opens due to visemes, like when saying OH and OU, is very minimal, and unless you have *very* over expressive morphers for it (like comically so), the mouth movement and opening is barely visible, which kinda makes it look like it's just not there. I'm using same model on other program vs Kemorig, and it's vastly more expressive there due to it ^^
2) Ability to change the influence of the spine neck head chain. I use my head A LOT when acting out while streaming, and the basic chain is very stiff, like neck and head feels more like parts of the same spine chain, as opposed to individually movable bones. The setting in Kemorig to adjust how much the body moves is kinda not it, because it'd need how much the head rotates. I'm somehow thinking I saw somewhere a way to adjust this, I can't find it anymore, hence writing it here
3) A websocket sender and listener; I kinda need this to be able to process rewards when people do redeems and such, or when events happen. Having support for Twitch / Youtube / Joystick / Whatevers would be amazing too, but just having a websocket listener for events would already be amazing because then I could use something like StreamerBot to listen to events on stream and just pass it on. E.g. having StreamerBot listen to a follower alert, and sending that as a websocket message to Kemorig to trigger and event to make a custom event in UE would be *perfect* <3
First impressions in general are very positive for me, and I can see a lot of very good potential innit ^^
Detocroix
2025-07-24 02:09:28 +0000 UTC
The docs are now updated!
Proto
2025-07-19 01:10:46 +0000 UTC
Note: I have not updated the documentation yet! That will come over the next few days.
With this update, you no longer need to setup a Launch Profile or use the Project Launcher. The new exporter replaces all of that.