VRM Export

Created July 16, 2020 Last modified January 18, 2021 update version contents (99b32515)
Terminology Meaning
Root Topmost parent of an object
Hierarchy Root and its children


vrm export

The export dialog is based on Unity’s EditorWindow

How to use

VRM Exporter Window

Open VRM Exporter Window by VRM0 -> Export UniVRM-0.XX


Previous versions: VRM -> UniVRM-0.XX -> Export humanoid.

  • You can directly pick up exportable target in the Project Window. There is no need to put the Prefab in the scene first.

Export Target Setup

  • Drag the export target
vrm export
  • Select the export target in the list
vrm export

Conditions for Valid ExportRoot

vrm export

The setting screen for ExportRoot will show up if the following conditions are satisfied:

  • Must be topmost parent
  • Root’s Rotation and Scaling are Default (changing Translation is allowable)
  • Has Animator component attached and Animator.avatar is humanoid
  • Faces the positive Z-axis (identified by the bone positions of left and right feet)
  • Contains active mesh in the Hierarchy

Exporter Interface

Please set up Meta and ExportSettings. If you get warning messages, it is optional for you to correct those warnings or not. If there is no error messages shown, you can go ahead and press export button at the lower right corner of the dialog. Details about VRM size calculation can be found here.

Export Option

Here is a list of additional processing during export:

Force T Pose

Force T-Pose before export. If you can manually make T-Pose for model, it’s ok without selecting this option.

Pose Freeze

Model’s normalization. If Model’s normalization is already done, there is no need to perform model normalization again. However, if additional parts are added into the model (not normalized yet), model normalization is required. In Hierarchy, all GameObjects’ rotation should be 0, and their scale should be 1 if a model has been normalized.

In v0.58, the system can automatically identify whether the export target needs PoseFreeze


Exporter’s Serializer version. It will not affect the output whether this option is selected or not.


Uses Sparse Accessor feature in GLTF: only records BlendShape vertices with non-zero value.

If the model contains multiple BlendShapes, enabling this can help reduce the file size.


BlendShape’s Normal and Tangent will not be exported if this option is selected. The file size can be reduced. Be aware that errors may occur during import if the export target is made by UniVRM-0.53 or earlier versions.


BlendShapes that are not referenced by BlendShapeClips will not be exported. The file size can be reduced.


BlendShapeClip belonging to Preset.Unknown will not be exported. Used in combination with ReduceBlendshape.


Vertex color will not be exported. In GLTF, there is no setting that can disable the color vertex usage. UniVRM supports vertex color for unlit shader.

List of Error Messages

Table for Error Messages in v0.56, v0.57 and v0.58

message 0.56 0.57 0.58
The Root translation, rotation and scale will be dropped error warn error (changing translation is OK)
Jaw bone warn warn warn
Same name bone error warn (auto-rename) warn
Vertex color warn warn warn
Unknown shader warn warn warn
Require source error error error
Require no parent ok ok error (new)
Require Z+ forward ok ok error (new)
Require animator error error error
Require humanoid avatar error error error
Require Title/Version/Author error error error
No active mesh error error error
Prefab export error error ok
Springbone validation ok ok warn

Require source

Please select a valid object that can be exported as VRM file in the scene.

Require animator

Animator component cannot be found in Root (non-humanoid).

Require animator.avatar

avatar cannot be found in Root’s Animator (non-humanoid).

Animator.avatar is not valid

Animator.avatar is not humanoid.

Animator.avatar is not humanoid. Please change model’s AnimationType to humanoid

Please change the setting to humanoid (from Inspector: FBX Import -> rig -> AnimationType).

Require Title

Please enter the title of this model in the dialog.

Require Version

Please enter the version of this model in the dialog.

Require Author

Please enter the author of this model in the dialog.

No active mesh

Export target doesn’t have active mesh.

FileName ‘{0}’ is too long

Material, Texture and Mesh names are too long. Please rename them.

The Root translation, rotation and scale will be dropped

A model is allowed to export if Root’s translation, rotation and scale are not Default values. However, those values will be lost. We recommend moving this object in the Hierarchy to be Root’s child.

Jaw bone is included. It may not what you intended. Please check the humanoid avatar setting screen

Jaw (chin) bone is included in humanoid setting. There is a possibility that the jaw bone is automatically assigned during FBX import. As a result, facial parts (e.g. bangs) are mis-recognized as jaw and being assigned to Jaw bone. Therefore, bangs will have weird movements due to this issue. Please remove this setting in Inspector FBX Importer -> rig

There are bones with the same name in the hierarchy. They will be automatically renamed after export

A model is allowed to export if there are bones with the same name in this model. Only the warning message will be given in Export dialog. Those bones will be renamed automatically.

This model contains vertex color

If you see this message, there are meshes that contain vertex color in the Hierarchy.

Vertex Color If contained Behavior
Before UniVRM-0.53 not applied ignore vertex color effect
From UniVRM-0.54 applied show vertex color effect

If Unlit is used, there is no setting that can disable vertex color usage. If necessary, please choose Remove Vertex Color option to direct remove vertex color data from the model.

unknown material ‘{0}’ is used. this will export as Standard fallback

Materials other than Standard, Unlit, MToon will be defaulted to Standard.


vrm export

The export dialog is based on Unity’s ScriptableWizard. We will improve it in the later version.

VRM - humanoid 3d avatar format for VR