Switch the tail to the visible material, and then change the old tail to the invisible material. This is for the VRM where exporting with one tail hidden would have deleted it permanently, so hidden tails are given invisible materials instead so the meshes will still be part of the VRM file. Full VRM info below:
https://app.gumroad.com/vr_zab
For VSeeFace Expression settings:
(o) ( ) Set "Base" for screen image expressions: Neutral, Fun, Angry, Joy, Sorrow, Pop, Smile, Squint, Wink
( ) (o) Set "Additive" for movement expressions: Bigscreen, Chassisin, Facereveal, Maskin, Mouthopen
VRM made in Unity 2018.4.20f1 (new project):
-Import https://github.com/vrm-c/UniVRM/relea...
-Import VRM from menu: VRM - UniVRM... - Import
-Drag "Protogen (VRM).prefab" from Assets into Hierarchy (scene)
-Customize Textures and Materials in imported (VRM) folders
-Search for file "BlendShape" to edit expressions or visemes
-Select avatar in Hierarchy: VRM - UniVRM... - Export humanoid
Use "Toon" version for software without standard compatibility
-If model looks pink try toon instead
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All tails are always there
Hidden tails just have a transparent Material
Swap tail materials to change which tail is visible
-Protogen (VRM).Materials folder
-Drag ProtogenTail material onto the tail you want
-Drag ProtogenTailHidden onto the tail you want to hide
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VRM export process for newer Unity 2019+ below:
-Import UniVRM https://github.com/vrm-c/UniVRM/releases
-Import VRM from menu: VRM0 - Import
Drag "-avatar (VRM).prefab" from Assets into Hierarchy (scene)
-Customize Textures and Materials in imported (VRM) folders
-Search for file "BlendShape" to edit expressions or visemes
-Select avatar in Hierarchy: VRM0 - Export UniVRM... - ExportSettings - "Only Blendshape Position" - Export