Moved Permanently to https://vrm.dev/en/

VRM - humanoid 3d avatar format for VR
  •  GLTFについて(ja)
  • About GLTF

    glTF is a 3D format created by Khronos Group, which is developing openGL specifications. glTF 2.0 was released in 2017. VRM is based on glTF 2.0.

    What kind of information can be recorded by glTF?

    • Mesh (Vertex array、index array)
      • Morph target
      • Skinning (4weight)
    • Texture
    • Material (PBR)
    • Scene
    • Animation1
    • Camera1
    • Light source1

    An entire 3D scene can be recorded.

    • OpenGL right-handed, Y-UP coordinate system
    • Meter (unit)
    • Little endian

    glTF format outline

    glTF format comprises two parts: a JSON scene description part and a binary part that records images and vertex arrays. External binary data can be accessed by referencing Url or path. For glb format, it combines a JSON part and a binary part into one file. The binary data can be accessed via the offset into the buffer (byteOffset). For a program, it is easier to handle the glb format which is no need to access external files2.

    glb format

    A structure that hasHeader part + Chunk parts. More specifically, it isHeader part + JSON CHUNk + BINARY CHUNK.

    Header part

    Length Content Type Value
    4 ascii “glTF”
    4 glTF version int32 2
    4 file size int32

    Chunk part

    Length Content Type Value
    4 chunk size int32
    4 chunk type ascii “JSON” or “BIN\x00”
    chunk size chunk body byte array

    Example of parsing with python3

    import struct
    import json
    
    class Reader:
        def __init__(self, data: bytes)->None:
            self.data = data
            self.pos = 0
    
        def read_str(self, size):
            result = self.data[self.pos: self.pos + size]
            self.pos += size
            return result.strip()
    
        def read(self, size):
            result = self.data[self.pos: self.pos + size]
            self.pos += size
            return result
    
        def read_uint(self):
            result = struct.unpack('I', self.data[self.pos:self.pos + 4])[0]
            self.pos += 4
            return result
    
    
    def parse_glb(data: bytes):
        reader = Reader(data)
        magic = reader.read_str(4)
        if  magic != b'glTF':
            raise Exception(f'magic not found: #{magic}')
    
        version = reader.read_uint()
        if version != 2:
            raise Exception(f'version:#{version} is not 2')
    
        size = reader.read_uint()
        size -= 12
    
        json_str = None
        body = None
        while size > 0:
            #print(size)
    
            chunk_size = reader.read_uint()
            size -= 4
    
            chunk_type = reader.read_str(4)
            size -= 4
    
            chunk_data = reader.read(chunk_size)
            size -= chunk_size
    
            if chunk_type == b'BIN\x00':
                body = chunk_data
            elif chunk_type == b'JSON':
                json_str = chunk_data
            else:
                raise Exception(f'unknown chunk_type: {chunk_type}')
    
        return json.loads(json_str), body
    
    
    with open('AliciaSolid.vrm', 'rb') as f:
        parsed, body = parse_glb(f.read())

    VRM extension

    Information of VRM extension is stored injson['extensions']['VRM'].


    1. Not supported in VRM ↩︎ ↩︎ ↩︎

    2. glb is adopted in VRM. ↩︎

    VRM - humanoid 3d avatar format for VR