2. Set up VRM
Last modified August 27, 2020: update subtitles (45480ec)
In the previous section, we have introduced how to convert a Humanoid 3D model to VRM. Now we are going to show how to import and set up a VRM file.
Import the VRM file
Drag and drop the VRM file (~.vrm) into Assets folder. The prefab file of the VRM model data can be automatically generated.
To avoid any confusion, remove the GameObject of the original 3D model. Please drag the prefab file to the Hierarchy window. Normalized model data such as mesh (i.e. rotation is Unity default) can then be shown.
Custom settings in VRM
The VRM model’s information will be shown in the Inspector window once the root GameObject of the model in
Hierarchy is selected. Note that spring bone settings are available in “secondary”. Please at least fill in title, author, license information. Specially, license information is crucial!
To make a VRM model fully functional, please set up the following components:
- Expression and lip-sync (BlendShape)
- First-person settings (Exclude model’s head in first-person view for VR applications)
- Eye gaze movements controlled by bone or BlendShape
- Spring bone (SpringBone/SpringBoneCollider)
Export VRM model again
After the all settings are completed, select the the model (topmost parent GameObject) in
Hierarchy and again export the model from
VRM -> UniVRM-0.XX -> Export humanoid.
This time please do not check “Force T Pose” and “Pose Freeze”. They are only used for the first time (normalization processing). Name the file and export the adjusted VRM model.
Your VRM file is good to go. Try to import the VRM file into applications that support VRM!