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VRM - humanoid 3d avatar format for VR
  •  UniVRMモデルのワークフロー(ja)
  • UniVRM workflow

    Workflow

    vrm workflow

    Prepare a 3D model that can be handled as “Humanoid” in Unity

    Prepare a humanoid model that can be imported into Unity such as FBX format. Go to the model’sImport Settings -> Rig -> Animation Typeand selectHumanoidafter the model is imported.

    SelectHumanoid

    Correct bone assignment with rig configuration

    When the model file is imported, bone assignments done by auto-recognition may be different from expectations (see image below):

    • Jaw is assigned to mouth
    • Eye is assigned to eye highlight
    Since the eyebone (and jawbone) auto-recognition on “3D chan” is incorrect, we can fix it by assigning the right component manually.

    Export from menu

    In the Hierarchy window, if 3D model data with a setup-completed humanoid is selected, the export humanoid option inVRMwill become available.
    In the Hierarchy window, if 3D model data with a setup-completed humanoid is selected, the export humanoid option inVRMwill become available.
    Check the boxes and clickExportbutton.

    Force T Pose

    Force the model pose to become T-Pose before removing rotation / scale.

    Change to T Pose manually

    You can manually change the model pose toT Poseinstead of changing it automatically. Make the model T-Pose manually in advance, choosemenu -> VRM -> export humanoidand uncheckForce T Pose.

    Pose Freeze

    Whether the rotation / scale removal processing should be performed. It is the process of normalizing model for conforming to the VRM rules. Please make sure to check the boxes at the first time of use. After this process is done, all the components can work correctly.

    Hierarchy normalization

    The model that has the bone rotation.
    The model made by Z-UP coordinate system. The unit of distance is non-meter (Blender default).

    Remove rotation and scale

    Normalization completed.

    Mesh normalization

    The mesh with non T-pose is stored in Z-UP coordinate system.

    UseSkinnedMeshRenderer.BakeMeshto change the mesh to T-pose state and change the coordinate to Y-Up through the coordinate operation.

    The mesh with T-pose is stored in Y-UP coordinate system.

    Import

    Please import VRM file into Assets folder

    Import the VRM modelAlicia

    Texture, Material and Prefab are automatically generated from VRM.

    • If the VRM file is not shown in the project view, right click and selectrefresh
    • If the Prefab file cannot be generated, right click the VRM file and selectreimport
    VRM - humanoid 3d avatar format for VR