Skip to main content

VRM Export Dialog

TerminologyMeaning
RootTopmost parent of an object
HierarchyRoot and its children

v0.58~โ€‹

vrm export

The export dialog is based on Unity's EditorWindow

How to useโ€‹

VRM Exporter Windowโ€‹

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 Setupโ€‹

  • Drag

vrm export

  • Selector

vrm export

Conditions for Valid ExportRootโ€‹

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 Interfaceโ€‹

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 Optionโ€‹

Here is a list of additional processing during export:

Force T Poseโ€‹

Force T-Pose before export.If you can manually make T-Pose for model, it's ok without selecting this option.

Pose Freezeโ€‹

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

UseExperimentalExporterโ€‹

Exporter's Serializer version.It will not affect the output whether this option is selected or not.

UseSparseAccessorโ€‹

Uses Sparse Accessor feature in GLTF: only records BlendShape vertices with non-zero value.If the model contains multiple BlendShapes, enabling

OnlyBlendshapePositionโ€‹

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.

ReduceBlendshapeโ€‹

BlendShapes that are not referenced by BlendShapeClips will not be exported.The file size can be reduced.

ReduceBlendshapeClipโ€‹

BlendShapeClip belonging to Preset.Unknown will not be exported.Used in combination with ReduceBlendshape.

RemoveVertexColorโ€‹

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 Messagesโ€‹

message0.560.570.58
The Root translation, rotation and scale will be droppederrorwarnerror (changing translation is OK)
Jaw bonewarnwarnwarn
Same name boneerrorwarn (auto-rename)warn
Vertex colorwarnwarnwarn
Unknown shaderwarnwarnwarn
Require sourceerrorerrorerror
Require no parentokokerror(new)
Require Z+ forwardokokerror(new)
Require animatorerrorerrorerror
Require humanoid avatarerrorerrorerror
Require Title/Version/Authorerrorerrorerror
No active mesherrorerrorerror
Prefab exporterrorerrorNo active mesh
Springbone validationokokwarn

Require sourceโ€‹

Please select a valid object that can be exported as VRM file in the scene.

Require animator.โ€‹

Animator component cannot be found in Root (non-humanoid).

Require animator.avatarโ€‹

avatar cannot be found in Root's Animator (non-humanoid).

Animator.avatar is not valid.โ€‹

Animator.avatar is not humanoid.

Animator.avatar is not humanoid. Please change model's AnimationType to humanoid.โ€‹

Please change the setting to humanoid (from Inspector: FBX Import -> rig -> AnimationType).

Require Title.โ€‹

Please enter the title of this model in the dialog.

Require Version.โ€‹

Please enter the version of this model in the dialog.

Require Author.โ€‹

Please enter the author of this model in the dialog.

No active meshโ€‹

No active mesh in hierarchy.

FileName '0' is too long.โ€‹

Material, Texture and Mesh names are too long. Please rename them.

The Root translation, rotation and scale will be droppedโ€‹

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 screenโ€‹

The humanoid setting includes a jaw. It may be automatically assigned unintentionally when importing FBX. If you make a mistake and your bangs are part of your chin, and you input a pose to the chin, it may move slightly. We recommend going back to the FBX importer's rig settings and unsetting it.

There are bones with the same name in the hierarchy. They will be automatically renamed after exportโ€‹

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 colorโ€‹

If you see this message, there are meshes that contain vertex color in the Hierarchy.

Vertex ColorIf containedBehavior
before UniVRM-0.53not appliedignore vertex color effect
UniVRM-0.54~appliedshow vertex color effect

Although vertex colors are included in Unlit, there is no setting to not use them. If you don't need it, you can remove it with the Remove Vertex Color option.

unknown material '0' is used. this will export as Standard fallbackโ€‹

Materials other than Standard, Unlit, MToon will be defaulted to Standard.

v0.57โ€‹

vrm export

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