VRM Export¶
Terminology |
Meaning |
---|---|
Root |
Topmost parent of an object |
Hierarchy |
Root and its children |
v0.58~¶

vrm export¶
The export dialog is based on Unity’s EditorWindow
How to use¶
VRM Exporter Window¶
Open VRM Exporter Window by VRM0 -> Export UniVRM-0.XX

vrm_menu¶
Previous versions:

UniVRMExportHumanoid¶
You can directly pick up exportable target in the Project Window. There is no need to put the Prefab in the scene first.
Export Target Setup¶
Drag

vrm export¶
Selector

vrm export¶
Conditions for Valid ExportRoot¶

vrm export¶
The setting screen for ExportRoot will show up if the following conditions are satisfied:
Must be topmost parent
Root’s Rotation and Scaling are Default (changing Translation is allowable)
Has Animator component attached and Animator.avatar is humanoid
Faces the positive Z-axis (identified by the bone positions of left and right feet)
Contains active mesh in the Hierarchy
Exporter Interface¶
Please set up Meta
and ExportSettings
.If you get warning messages, it is optional for you to correct those warnings or not.If there is no error messages shown, you can go ahead and press export
button at the lower right corner of the dialog.Details about VRM size calculation can be found here.
Export Option¶
Here is a list of additional processing during export:
Force T Pose¶
Force T-Pose before export.If you can manually make T-Pose for model, it’s ok without selecting this option.
Pose Freeze¶
Model’s normalization.If Model’s normalization is already done, there is no need to perform model normalization again. However, if additional parts are added into the model (not normalized yet), model normalization is required.In Hierarchy, all GameObjects’ rotation should be 0, and their scale should be 1 if a model has been normalized.
In v0.58, the system can automatically identify whether the export target needs PoseFreeze
UseExperimentalExporter¶
Exporter’s Serializer version.It will not affect the output whether this option is selected or not.
UseSparseAccessor¶
Uses Sparse Accessor feature in GLTF: only records BlendShape vertices with non-zero value.If the model contains multiple BlendShapes, enabling this can help reduce the file size.
OnlyBlendshapePosition¶
BlendShape’s Normal and Tangent will not be exported if this option is selected.The file size can be reduced.Be aware that errors may occur during import if the export target is made by UniVRM-0.53 or earlier versions.
ReduceBlendshape¶
BlendShapes that are not referenced by BlendShapeClips will not be exported.The file size can be reduced.
ReduceBlendshapeClip¶
BlendShapeClip belonging to Preset.Unknown will not be exported.Used in combination with ReduceBlendshape.
RemoveVertexColor¶
Vertex color will not be exported.In GLTF, there is no setting that can disable the color vertex usage.UniVRM supports vertex color for unlit
shader.
List of Error Messages¶
message |
0.56 |
0.57 |
0.58 |
---|---|---|---|
The Root translation, rotation and scale will be dropped |
error |
warn |
error (changing translation is OK) |
Jaw bone |
warn |
warn |
warn |
Same name bone |
error |
warn (auto-rename) |
warn |
Vertex color |
warn |
warn |
warn |
Unknown shader |
warn |
warn |
warn |
Require source |
error |
error |
error |
Require no parent |
ok |
ok |
error (new) |
Require Z+ forward |
ok |
ok |
error (new) |
Require animator |
error |
error |
error |
Require humanoid avatar |
error |
error |
error |
Require Title/Version/Author |
error |
error |
error |
No active mesh |
error |
error |
error |
Prefab export |
error |
error |
No active mesh |
Springbone validation |
ok |
ok |
warn |
Require source¶
Please select a valid object that can be exported as VRM file in the scene.
Require animator.¶
Animator component cannot be found in Root (non-humanoid).
Require animator.avatar¶
avatar cannot be found in Root’s Animator (non-humanoid).
Animator.avatar is not valid.¶
Animator.avatar is not humanoid.
Animator.avatar is not humanoid. Please change model’s AnimationType to humanoid.¶
Please change the setting to humanoid
(from Inspector: FBX Import
-> rig
-> AnimationType
).
Require Title.¶
Please enter the title of this model in the dialog.
Require Version.¶
Please enter the version of this model in the dialog.
No active mesh¶
No active mesh in hierarchy.
FileName ‘{0}’ is too long.¶
Material, Texture and Mesh names are too long. Please rename them.
The Root translation, rotation and scale will be dropped¶
A model is allowed to export if Root’s translation, rotation and scale are not Default values. However, those values will be lost.We recommend moving this object in the Hierarchy to be Root’s child.
Jaw bone is included. It may not what you intended. Please check the humanoid avatar setting screen¶
Jaw (chin) bone is included in humanoid setting.There is a possibility that the jaw bone is automatically assigned during FBX import. As a result, facial parts (e.g. bangs) are mis-recognized as jaw and being assigned to Jaw bone.Therefore, bangs will have weird movements due to this issue.Please remove this setting in Inspector FBX Importer
-> rig
There are bones with the same name in the hierarchy. They will be automatically renamed after export¶
A model is allowed to export if there are bones with the same name in this model. Only the warning message will be given in Export dialog. Those bones will be renamed automatically.
This model contains vertex color¶
If you see this message, there are meshes that contain vertex color in the Hierarchy.
Vertex Color |
If contained |
Behavior |
---|---|---|
Before UniVRM-0.53 |
not applied |
ignore vertex color effect |
From UniVRM-0.54 |
applied |
show vertex color effect |
Unlitで頂点カラーが含まれているが使わないという設定がありせん。
必要ない場合は、Remove Vertex Color
オプションで削除できます。
If Unlit
is used, there is no setting that can disable vertex color usage.If necessary, please choose Remove Vertex Color
option to direct remove vertex color data from the model.¶
Materials other than Standard, Unlit, MToon will be defaulted to Standard.
v0.57¶

vrm export¶
The export dialog is based on Unity’s ScriptableWizard.We will improve it in the later version.