Create Base VRM Model
Last modified November 13, 2020: update humanoid contents (02e8ff3)
GameObject can be exported as VRM if the following two conditions are fulfilled:
Animatorcomponent is attached
Animator's HumanoidAvataris set up
To meet the conditions described above for an imported fbx, set the fbx model as
Import Settings -> Rig -> Animation Type.
humanoid type is applied,
Animator component with
HumanoidAvatar will be attached to the fbx’s prefab.
To convert the fbx model to
humanoid type successfully:
- All required bones are included
- Bones’ parent-child relationships are correct (e.g. hips -> leg -> foot. not the other way around).
No restrictions on bone naming.
Modify FBX in the scene
You can modify fbx’s GameObject by
- adding children GameObjects to Parent GameObjects
- disabling GameObjects
If you want to change the hierarchy structure, please refer to
HumanoidComponent, which is described in the next section.
Create HumanoidAvatar manually from GameObject
HumanoidAvatar can be created without using
Check out Humanoid Component for more details.
If the following types of models are in the scene:
- Humanoid model in GLTF format
- Humanoid-like model made by cubes and so on
HumanoidAvatar can be created as long as each required bone is assigned accordingly based on the object in Hierarchy.
Finally, to export the target
GameObject as VRM, attach
Animator component and assign the created