Check Your VRM in Play Mode

Unity play mode, runtime behaviors of BlendShape and SpringBone
Created August 25, 2020 Last modified January 18, 2021 update version contents (99b32515)

In this section, we assume you have made a VRM model and want to test it in play mode.

Check Model’s Eye Movements

Set AnimationClip/AnimationController and set viewing target inVRMLookAtHead -> Target(the head orientation towards the target). For example, you can create a cube as a target from GameObject -> 3D Object -> Cube. Next, serach head component inVRMLookAtHead -> Head. After the corresponding components are assigned, check the model’s motion in the scene. The model will track the target position in Play Mode. You can drag the object position to test whether the model’s eyes are constantly tracking the object. The model’s close-up face can be viewed in Inspector window.

LookAtTarget

TargetTracking

Check Model’s Expressions

To test the model’s expressions, fairly simple test scripts “AIUEO” and “Blinker” are provided. After setting up BlendShape, click Add Component at the bottom of model’s Inspector window to add “AIUEO” script or drag the script directly to Inspector. After “AIUEO” is set, lip synchronization animation that “aa”, “ih”, “ou”, “E”, “oh” switches in turn can be created in the scene. Similarly, if “Blinker” is set, eye blink animation that plays periodically can be created. See runtime VRM loader sample (download UniVRM-RuntimeLoaderSample-0.XX) for more details on how to use these scripts.

BlendShapeProxy
Double click theBlendShapeAvatar field to set up expressions for the 3D model

AddExpressionScripts

InspectorFaceView


VRM - humanoid 3d avatar format for VR