2 Set up VRM

VRM Model

In the previous section, we have introduced how to convert a Humanoid 3D model to VRM

First drag and drop a VRM file (~.vrm) into the Assets folder. The prefab file associated with the VRM file can be automatically generated.

img img

  • normalized

  • Click the prefab file (normalized model) and check the inspector window. As seen in the image below, components such as VRMMeta, Animator, VRMBlendShapeProxy, VRMFirstPerson, VRMLookAtHead, VRMLookAtBoneApplyer are attached to the model:

Open VRM prefab in the scene

File - New Scene

prefab をシーンに展開します。


Create a new scene by File - New Scene or use an existing one, then drag the prefab file to the Hierarchy window:


By clicking the prefab’s GameObject in Hierarchy, the VRM model’s information will be displayed in the Inspector window. Note that **spring bone settings can be found in the GameObject named secondary **. Also, in VRM Meta, make sure title, author, license (the most important one) are set.

To make a VRM model fully functional, please set up the following components:

  • Expression and lip-sync (BlendShape)

  • First-person settings (Exclude model’s head in first-person view for VR applications)

  • Eye gaze movements controlled by bone or BlendShape

  • Spring bone (SpringBone/SpringBoneCollider)

Export VRM model again

After the all settings are completed, select the the model (topmost parent GameObject) in Hierarchy and again export the model from VRM0 -> Export UniVRM-0.XX.



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



Pose Freeze

Pose Freeze is for model normalization during export. The exporter will automatically check whether the export target needs to be normalized.

  • For instance,

in Hierarchy if a mesh’s rotation or scale is not Default (first VRM export or adding accessories to the VRM model), the model normalization needs to be performed.


Your VRM file is good to go. Try to import the VRM file into applications that support VRM!