1 Create VRM from Humanoid 3D¶
Prepare a 3D model that can be handled as Humanoid in Unity
¶
First prepare
a 3D model made by your own or allowed to be modified for use as VR avatar.
As there are
** license settings embedded in VRM file, users need to set them up according to Author’s (yourself or others) permission usage.**
Then, ensure the required bones are included so that the model can be recognized as Humanoid
.
BaseModel
使用可能なベースモデルの詳細は、 BaseModel を参照してください。
Import a FBX model into Unity¶
Drag and drop the FBX folder into the Assets
folder

unity

In the Project window, click blue icon (Alicia_Solid_Unity), which is fbx’s asset (prefab):
FBX’s Material Setup¶

As shown in the image above, by default FBX’s materials are set as Standard
shader with default parameters. For the demonstration of VRM conversion under the minimum material setup, we set the material’s Shader
to MToon
and Color
to white.
Create a folder (e.g. name the folder as Materials
) in FBX folder (/Assets/FBX/Materials
). In FBX’s Inspector window, click Materials
-> Extract Materials
and save extracted materials into Materials
folder. If the reference for each material has been assigned in On Demand Remap
section, skip this step. Another way to set up materials is by setting Location
as Use External Materials (Legacy)
. Here we only focus on the former one.

extract_materials¶
Next, select all materials and set Shader
to VRM
-> MToon
:

change_to_mtoon¶
Change Shade Color
to white:

shade_color_to_white¶

For more details about how to set up MToon
shader, refer to MToon settings.
手順の説明なので先に進みます。
Humanoid Setup¶
Originally the Animation Type
for FBX is generic
. Now we need to set it to Humanoid
.

Change to Humanoid

and click Apply
button:
humanoid
Next,
click Configure
button to configure your model.
A message box will pop up asking whether you want to save the current scene. Click Save
to save it.

BoneMapping¶
ボーンの割り当てを確認してください。
bone
前髪に顎ボーンが割り当てられる
目のハイライトに目ボーンが割り当てられる
などにご注意ください。
Put Prefab into the Scene¶
Drag the prefab from the Project window to the Hierarchy window.

fbx の blendshpae の法線が乱れていないか確認する¶
BlendShapeで変な影が出る場合の対策です。
Export the model as VRM from menu¶

vrm_menu¶
VRM0
- Export UniVRM-0.XX
を押してダイアログを表示します。

UniVRMExportHumanoid¶
Previous versions: VRM -> UniVRM-0.XX -> Export humanoid
.

Export Root
に prefab をシーンに展開した GameObject をドロップします。
Error
エクスポートダイアログで各種エラーチェックをしています。
The error messages (red) need to be resolved
The warning messages (yellow) can be ignored if you want to export VRM straight away

ライセンス情報を入力してください。赤いメッセージな無くなれば Export を押せます。
次の作業のため、Assets/models/vrm
フォルダを作成してそこにエクスポートしました。
エクスポート先
エクスポート先には、Unity の Assets 内、外どちらでも選択できます。 Assets 内を選択すると、Export 直後に Import が発動します(Importの方が重い)。 Assets 内を選択する場合は、新規に専用のフォルダを作成すると分かりやすくなります。
Export Options¶

Pose Freeze
If the model is not in T-Pose, click Make T-Pose
to make one.
Pose Freeze
Pose Freeze
is for model normalization during export. The exporter will automatically check whether the export target needs to be normalized