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

VRM - humanoid 3d avatar format for VR
  •  UniVRMの座標系変換について(ja)
  • UniVRM Coordinate Transformations

    UniVRM automatically performs the coordinate transformation with GLTF during import / export.

    VRM coordinate system

    Since VRM is an extension of GLTF, it conforms to the coordinate system of GLTF. It is right-handed Y-UP (OpenGL standard) coordinate system.

    • Right: X+
    • Up: Y+
    • In front: Z-

    Unity coordinate system

    Left-handed Y-UP coordinate system。

    • Right:X+
    • Up:Y+
    • In front:Z+ (+- is inverted)

    Transformation matrix

    Z-axis is inverted.

    Vector3 (Position, Normal, etc.)

    public static Vector3 ReverseZ(this Vector3 v)
    {
        return new Vector3(v.x, v.y, -v.z);
    }

    Quaternion (Rotation)

    public static Quaternion ReverseZ(this Quaternion q)
    {
        float angle;
        Vector3 axis;
        q.ToAngleAxis(out angle, out axis);
        return Quaternion.AngleAxis(-angle, ReverseZ(axis));
    }

    Matrix (BindMatrices)

    Not working well if a scale value is contained.

    public static Matrix4x4 ReverseZ(this Matrix4x4 m)
    {
    #if UNITY_2017_1_OR_NEWER
        m.SetTRS(m.GetColumn(3).ReverseZ(), m.rotation.ReverseZ(), Vector3.one);
    #else
        m.SetTRS(m.ExtractPosition().ReverseZ(), m.ExtractRotation().ReverseZ(), Vector3.one);
    #endif
        return m;
    }
    VRM - humanoid 3d avatar format for VR