2. Set up VRM
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
VRMLookAtBoneApplyer are attached to the model:
Open VRM prefab in the scene
Create a new scene by
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:
- 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
VRM0 -> Export UniVRM-0.XX.
VRM -> UniVRM-0.XX -> Export humanoid.
Pose Freezeis for model normalization during export. The exporter will automatically check whether the export target needs to be normalized. For instance, in Hierarchy if a mesh’s rotation or scale is not Default (first VRM export or adding accessories to the VRM model), the model normalization needs to be performed.
Other settings such as Bake BlendShape State is also available.
Your VRM file is good to go. Try to import the VRM file into applications that support VRM!