Renderizador de Miis (REAL)

Mii Renderer

Elige NNID, PNID, Código QR o datos:


🕰 Los Miis de los NNID provienen de un archivo creado el 7 de abril de 2024 y actualizado el 17 de abril de 2025.

Elige Miitomo aquí para obtener una apariencia como Mii Studio:


Lee una explicación de los tipos de vista aquí.



Controles de rotación





¿En qué se diferencian la rotación del personaje y la de la cámara?

Se pueden ver diferencias sutiles al combinar ejes, pero esto no los combina de la misma manera que Mii Studio en las rotaciones X y Z, y notablemente en la iluminación. Sin embargo, en comparación con Mii Studio, la iluminación es actualmente la misma.
Opciones avanzadas
Puede acelerar el renderizado a altas resoluciones. Ten en cuenta que el escalado se realiza en la CPU y no en la GPU en este momento debido a problemas que he tenido con el sangrado alfa.

Siempre debes usar high, pero los renders oficiales usan middle en caso de que quieras coincidir con ellos. Ten en cuenta que middle no tiene los nuevos lentes o expresiones.

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...
No está diseñado para íconos, sino para modelado o juegos. Optimizado para, por ejemplo, sombreros, cascos (face only). Mejor combinado con "partsTransform" en el JSON de un glTF exportado.

Opa es la cabeza sin gafas ni rostro, Xlu es la textura del rostro y las gafas, y mask only es solo la textura del rostro. Los usos para esto son muy específicos.
Resolución de la textura de la cara / XluMask. Desactiva para usar la predeterminada.
Omite la verificación de la suma de verificación CRC16 si tus datos tienen una.
Te permite usar cualquier tipo de datos como datos de Mii. Puede que aún no funcione.

Salidas


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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.

Planned Items/Issues: click to expand

  • ❔Poses from Wii U and Switch are fully doable, but I haven't gotten around to adding them.
    • I'm pretty sure the camera positions are in JpgPoseCam.bfres, but Switch Toolbox cannot open it, so... not sure what I'm going to do about that.
    • Other than that, I experimented with this a while ago got it working with one pose. So it just needs more work.
    ❔Miitomo QR codes are planned as soon as Kaerutomo properly implements them. Miitopia QR codes just need to be reverse engineered.
    • To be clear, this is not referring to being able to merely scan their codes, but rather make use of the extra game-specific data within.
    • ... For example, applying the custom colors (hair color, etc.) within, displaying their voice or personality traits...
      • In the case of Miitomo, this means extracting the "nx_mii_core_data" Switch data that QR codes are supposed to give you, for the wider colors.
    • I actually did find the AES key and was able to make an encoder/decoder for the extra data within these codes for all of those games, check it out: https://jsfiddle.net/arian_/ckya346z/12/
    • For Tomodachi Life and Miitopia, all of the data is within the code and just needs to be reversed.
    • In fact, Tomodachi Life codes are now implemented and show custom hair colors. But for Miitomo, it's more complicated, and sadly existing codes won't work, because:
    • It looks like the only thing Miitomo stores in the QR code is some sort of ID ("token_for_json_data") - it expects the server to store the extra data with this ID and will use it to retrieve that data back from the server.
      • ... Except that this value is constant on Miitomo for some reason, meaning Nintendo probably used the CreateID/AuthorID fields instead. However the value is arbitrary.
    • Problem is, Kaerutomo does not store or retrieve this data for you. At all. And since it's not open source, nobody can add it except for them, and they aren't interested. 😐
    • (If you are a Kaeru dev reading this, PLEEEASEEEE get in touch!!! 😭)
  • ❔Replicating 3DS and Wii renders has been considered but isn't a priority.
    • As of January 2025, there's now a script in the FFL repo that can help import 3DS meshes into FFL. (Not for Wii/RFL which has very slightly more triangles but IMO doesn't matter)
    • I have used a combination of this and modifications to the FFL shader to attempt a look similar to 3DS, but it's not perfect yet.
    • If I put more time into it the look can definitely be matched, it's just that I haven't spent much time on it. Even then it probably isn't that practical to port the exact shader so, it may always look wrong like that.
  • ❔Miitomo/Tomodachi Life clothing/headgear/wigs may be planned.
    • Don't expect any of these any time soon, especially clothing.
    • Do keep in mind that these body models are different from the Wii U/Switch models and therefore the clothing may not work on those.

Unplanned:

  • Custom hairstyles or frankly custom anything
  • Miitopia makeup, or custom expressions (sorry)
    • Miitomo expressions are the only exception, since they're built into AFL (its version of FFL).
  • BoTW/TOTK models, or "semi-Miis"
  • Xbox Miis, Apple Miis, Samsung Miis, any other stupid bootleg Miis
    • Never ask me for these 🤬

Créditos

For client-side site:




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This project is not associated with Nintendo.
Last Updated: January 11, 2026