Create Base VRM Model¶
The target GameObject
can be exported as VRM if the following two conditions are fulfilled:
Animator
component is attachedAnimator's HumanoidAvatar
is set up
FBX¶
To meet the conditions described above for an imported fbx, set the fbx model as humanoid
from Import Settings -> Rig -> Animation Type
.After humanoid
type is applied, Animator
component with HumanoidAvatar
will be attached to the fbx’s prefab.
To convert the fbx model to humanoid
type successfully:
All required bones are included
Bones’ parent-child relationships are correct (e.g. hips -> leg -> foot. not the other way around).
.
No restrictions on bone naming.
Reference
[Export fbx from Blender compatible with Unity Humanoid] (https://qiita.com/ousttrue/items/aead1c943855561b62e7)
Modify FBX in the scene¶
You can modify fbx’s GameObject by
adding children GameObjects to Parent GameObjects
disabling GameObjects
May not work:
Delete the GameObject in the fbx prefab
Move GameObject in fbx prefab (move, rotate, zoom in / out, change parent)
The reason why there is a problem
HumanoidAvatar no longer matches the GameObject hierarchy
HumanoidAvatar probably records:
Original posture
Correspondence between Human Bone (hips etc.) and GameObject
If you want to change the hierarchy structure, please refer to HumanoidComponent
, which is described in the next section.
Create HumanoidAvatar manually from GameObject¶
HumanoidAvatar
can be created without using fbx importer
.
Check out [Humanoid Component]({{< relref “meshutility_humanoid.md” >}}) for more details.
If the following types of models are in the scene:
Humanoid model in GLTF format
Humanoid-like model made by cubes and so on
The HumanoidAvatar
can be created as long as each required bone is assigned accordingly based on the object in Hierarchy.Finally, to export the target GameObject
as VRM, attach Animator
component and assign the created HumanoidAvatar
to Avatar
field.