2. Set up VRM

Normalized vrm model, BlendShape, LookAt, SpringBone and FirstPerson configurations, model re-export
Created August 25, 2020 Last modified February 16, 2021 updated setup vrm section (251195e4)

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

First drag and drop a VRM file (~.vrm) into the Assets folder. The prefab file associated with the VRM file can be automatically generated.


Click the prefab file (normalized model) and check the inspector window. As seen in the image below, components such as VRMMeta, Animator, VRMBlendShapeProxy, VRMFirstPerson, VRMLookAtHead, VRMLookAtBoneApplyer are attached to the model:


Open VRM prefab in the scene

Create a new scene by File - New Scene or use an existing one, then drag the prefab file to the Hierarchy window:


Custom settings in VRM

By clicking the prefab’s GameObject in Hierarchy, the VRM model’s information will be displayed in the Inspector window. Note that spring bone settings can be found in the GameObject named “secondary”. Also, in VRM Meta, make sure title, author, license (the most important one) are set.


To make a VRM model fully functional, please set up the following components:

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 VRM0 -> Export UniVRM-0.XX.

vrm_menu

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

UniVRMExportHumanoid

Other settings such as Bake BlendShape State is also available.

Done!

Your VRM file is good to go. Try to import the VRM file into applications that support VRM!


VRM - humanoid 3d avatar format for VR