VRM development¶
VRM Features (for Developers)¶
Right-handed Y-Up coordinate system ➡️Coordinate
Metric unit is meter
Humanoid bones ➡️ compatible with humanoid motion and motion capture
T-pose as the initial posture (towards +Z-axis) ➡️ can be used directly for Third-Person-Shooter mode
The initial pose has no rotation and scale
The mesh is aligned with the Humanoid Skeleton in the initial pose (only skin’s bind matrices are not included)
Expression/eye gaze manipulation are in BlendShapeProxy ➡️ BlendShapeProxy
Spring physics setup on clothes, hair and others ➡️ no interference with other physics
VR settings are available ➡️ FirstPerson
Licenses settings such as permission to use the avatar, permissions for violent and sexual activities, etc. are defined
VRM is used for loading model into applications at runtime as opposed to the way that pre-makes models as asset for the use of the specific application.
Runtime Import with UniVRM¶
UniVRM can load VRM into Unity as a GameObject instead of a prefab
Runtime Export with UniVRM¶
UniVRM can export the VRM model at runtime in Unity
Assets/VRM.Samples/Scenes/VRMRuntimeExporterSample.unity
Exporter sample can be found in:
Other VRM Implementations¶
https://github.com/ruyo/VRM4U
https://github.com/saturday06/VRM_IMPORTER_for_Blender
https://github.com/virtual-cast/babylon-vrm-loader/
https://github.com/pixiv/three-vrm/
https://github.com/V-Sekai/godot-vrm