VRM humanoid is compatible with the motion of MotionCapture’s FK (Forward Kinematics).
The motion for one frame has the information described below:
To reproduce the same pose in the Unity Scene (transferring data to a GameObject containing humanoid structure), the following conditions need to be satisfied:
The creation of humanoid avatar is pretty much the same as the original:
In addition, to make it easier to handle in the program, VRM Humanoid has the following features:
In Unity, there is an object called
Avatar, which can be used to set up the model in humanoid mode.
Since the Humanoid Avatar settings are part of
fbx importer, basically the model with Humanoid Avatar from data other than fbx cannot be created.
However, we can still create the Humanoid Avatar via program. See humanoid component.
Compatible with BVH that has the initial pose as
For the list of human bones, please refer to:
hips - spine - chest - (upper chest) - neck - head
Inserting non-bone objects between humanoid bones is allowable (e.g., LowerLeg’s parent is a Cube GameObject and this Cube’s parent is UpperLeg, etc.)
Non-required bones can be skipped (UpperArm’s parent can be chest instead of shoulder)
To normalize a model, the model with T-Pose is required.
If the model doesn’t have T-Pose, you can make a T-Pose by doing any of the followings:
Menuon top and select
Export humanoid. The export dialog will pop up. Enable
If the T-Pose made by the first option (automatic T-Pose) didn’t go well, try to make T-Pose manually.
Also, if a model’s normalization have been done once before, please avoid re-normalizing the model as much as you can as the accuracy may gradually deviate from standard.
Force T-Pose option will be unchecked by default if the model’s normalization was already done before. That being said, the system will detect whether the model contain Meta component.
Jaw’s position is incorrect: during T-Pose process, there is a possibility that the jaw’s position is different than before. If this is the case, please remove
jaw (chin) bone setting from the model’s (FBX)
Import setting ->
Rig. There is no influence on model if jaw bone is not used
Facial parts (bangs, etc.) have weird movements: during T-Pose process, there is a possibility that the jaw’s position is different than before. That is, facial parts (e.g. bangs) are mis-recognized as jaw and being assigned to Jaw bone. As such, bangs’ movements become weird due to this issue. Please remove
jaw bone setting from the model’s (FBX)
Import setting ->