Rendu de Mii (RÉEL)

Mii Renderer

Choisissez NNID, PNID, QR Code ou données :


🕰 Les Mii des NNID proviennent d'une archive créée le 7 avril 2024 et mise à jour le 17 avril 2025.

Choisissez Miitomo ici pour obtenir un rendu comme Mii Studio :


Lisez une explication des types de vue ici.



Contrôles de rotation





Quelle est la différence entre la rotation du personnage et celle de la caméra ?

Des différences subtiles peuvent être observées lors de la combinaison des axes, mais cela ne les combine pas de la même manière que le studio Mii, dans les rotations X et Z, et plus particulièrement dans l'éclairage - sauf que, par rapport au studio Mii, l'éclairage est actuellement le même.
Options avancées
Peut accélérer le rendu à haute résolution. Notez que le redimensionnement se fait sur le CPU et non sur le GPU pour le moment en raison des problèmes rencontrés avec l'alpha bleeding.

Vous devez toujours utiliser high, mais les rendus officiels utilisent middle au cas où vous voudriez les correspondre. Notez que middle n'a pas de nouvelles lunettes ni d'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...
Pas conçu pour les icônes, mais pour le modélisme ou les jeux. Optimisé par exemple pour les chapeaux, casques (visage uniquement). Mieux combiné avec "partsTransform" dans le JSON d'un glTF exporté.

Opa est la tête sans lunettes ni visage, Xlu est la texture du visage et les lunettes, et le masque uniquement est juste la texture du visage. Les utilisations sont rares.
Résolution de la texture du visage / XluMask. Désactiver pour utiliser la valeur par défaut.
Ignore la vérification du checksum CRC16 si vos données en ont un.
Vous permet d'utiliser n'importe quel type de données comme données Mii. Peut ne pas fonctionner.

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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 🤬

Crédits

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