Mii Renderer (REAL)

Choose NNID, PNID, QR Code, or data:


🕰 This will only show Miis from NNIDs as they were prior to April 8th, 2024.

Choose Miitomo here to get a look like Mii Studio:


Read an explanation of the view types here.



Rotation controls





How are character and camera rotation different?

Subtle differences can be seen when combining axes - but this doesn't combine them the same way as Mii Studio, in X and Z rotation, and more notably in lighting - except in comparison to Mii Studio the lighting is the same currently
Advanced options
Can speed up rendering at high resolutions. Note that scaling is done on the CPU and not GPU at the moment due to trouble I've had with alpha bleeding.

You should always use high, but official renders all use middle in case you want to match them. Note that middle does not have new glasses or expressions.
Not available with the middle resource. Selecting this will override the first expression choice. Click to reveal some slight inaccuracies with these.
  • Some expressions are supposed to set eyebrow colors, though I don't apply that and haven't found where that happens in libcocos2dcpp.so yet.
  • The orientation of the eyes and the eye positions are flipped from Miitomo.
    • However... this is actually a flaw with Miitomo in general.
    • If you test the wink left and wink right expressions in FFL and in Mii Studio, you will see that they are flipped on the Mii Studio API.
    • ... However, I have specifically seen left defined as 12 and right defined as 13, in BOTH nn::mii and FFL enums, so between this and the other Miitomo expressions being flipped, AND the fact that some mask drawing routines were refactored in AFL...
    • I think it's safe to say that Miitomo is the one that has incorrectly flipped them. And currently I'm not sure how to elegantly deal with this. (set a bit in modelFlag?)
  • The blank face expression is not working. I'm not sure how they do that, and I kind of inelegantly handle the case for cat/dog expressions removing the nose... bleh.
  • Finally, I don't have a great way to verify that these are pixel perfect (especiallly the ones not choosable by the user), I'm just comparing by eye in the Miifoto editor, so...
Not meant for icons, but in modeling or games. Optimized for e.g. hats, helmets (face only). Best combined with "partsTransform" in the JSON of an exported glTF.

Opa is the head without glasses or a face, Xlu is the face texture and glasses, and mask only is just the face texture. Uses for this are niche.
Only useful if you want to make a Mii Stamp, or something.
Resolution of the face texture / XluMask. Disable to use default.
Skips verifying the CRC16 checksum if your data has one.
Allows you to use any kind of data as Mii data. May still not work.

Outputs


Samples & Comparisons


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Other Mii Resources

You may like these other Mii creations. If you want me to shout out another project, ask me and I will add it if I think it's cool.

See Even More Resources

Sorry if I didn't put your favorite tool above, I didn't want to add an endless amount to scroll through. I'm prioritizing what I think is coolest and most recent. Here is more to explore:

Accuracy Status/Known Flaws

Current goals are to perfectly reproduce Wii U Mii Maker/NNID renders, Mii Studio/Miitomo renders, and Switch icon renders.

More Planned Items/Issues: click to expand

Unplanned:

Credits

For client-side site:




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This project is not associated with Nintendo.