UniVRM workflow


vrm workflow

Prepare a 3D model that can be handled as “Humanoid” in Unity

Prepare a 3D model that can be imported into Unity such as FBX format. The model’s bones must be set.



First, drag the imported humanoid 3D model from the Project window to the Hierarchy window. Click the 3D model in the Hierarchy window then you will see the menu as shown in the Figure above. Click Select and then click Rig. Set Animation Type as Humanoid, and then click Configure button. A message box will pop up asking whether you want to save the current scene. Click Save to save it.

SelectHumanoid and click Configure

Now you will see the bone mapping details for this model. Unity will perform auto-mapping for each bone initially. You can check the model’s Body, Head, etc. if an assigned component fits, the leftmost icon will show as green, otherwise it will show as red.


Correct bone mapping with rig configuration

To corrent bone mapping errors, click rightmost icon for a bone that has the failure bone mapping and select a component you think it fits this bone. To re-map the bones automatically, simply click Mapping in the lowerleft of the interface, click clear and then click Automap.

Choose a right component to fit a bone

However, in some cases the bone mapping results are not reasonable even all of them appear as green as shown in the figure below:

We can see the Jaw and Eyes are assigned by the wrong components. As mentioned above, we can fix them by assigning the right corresponding components manually (e.g. eye_light_L will be replaced with eye_L). If the bone mappings are all right, click Done button to proceed to the next step.

Export from menu

In the Hierarchy window, if 3D model data with a setup-completed humanoid is selected, the Export humanoid option will become available (VRM -> UniVRM-0.53.0 -> Export humanoid). The file will be saved in the Assets folder by default.
Enter your name in the Author field and click the Export button.

Force T Pose

Force the model pose to become T-Pose before removing rotation / scaling.

Change to T Pose manually

You can manually change the model pose to T-Pose (done automatically by default). Make sure to deselect the Force T Pose checkbox.

Pose Freeze

Whether the rotation / scaling removal processing should be performed. It is the process of normalizing model for conforming to the VRM rules. Please make sure to check the boxes at the first time of use. After this process is done, all the components can work correctly.

Hierarchy normalization

The model that has the bone rotation.
The model made by Z-UP coordinate system. The unit of distance is non-meter (Blender default).

Remove rotation and scaling

Normalization completed.

Mesh normalization

The mesh with non T-pose is stored in Z-UP coordinate system.

UseSkinnedMeshRenderer.BakeMeshto change the mesh to T-pose state and change the coordinate to Y-Up through the coordinate operation.

The mesh with T-pose is stored in Y-UP coordinate system.


Please import VRM file into Assets folder

Import the VRM modelAlicia

Texture, Material and Prefab are automatically generated from VRM.

  • If the VRM file is not shown in the project view, right click and selectrefresh
  • If the Prefab file cannot be generated, right click the VRM file and selectreimport
Last modified April 16, 2018
VRM - humanoid 3d avatar format for VR