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
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.
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
|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 |
|Enter your name in the |
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.
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.
|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
|The mesh with non T-pose is stored in Z-UP coordinate system.|
SkinnedMeshRenderer.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 model|
Texture, Material and Prefab are automatically generated from VRM.
- If the VRM file is not shown in the project view, right click and select
- If the Prefab file cannot be generated, right click the VRM file and select