Creating the VRM using UniVRM

  • If you haven't already, create a new Unity Project and add the UniVRM assets (shown in the previous document),

  • Add your assets to the project by copying or dragging your .fbx and any textures you may need into your project. Note that this asset uses the Mixamo rigged character, exported as '.fbx for Unity'.

  • Create the required Materials

Note that Shader support on VRMs is limited. Transparency is only supported on Unlit Shaders, however Standard shader (without transparency) is supported.

For more information you can go here.

  • Select the imported fbx, go to the Materials tab in the Inspector and assign your materials

  • Go to the 'Rig' tab in the Inspector, and set 'Animation Type' to 'Humanoid, before selecting 'Apply'

  • We can then make sure that the rig is correct by selecting the 'Configure' button. In this case all of the bones are green (as I used the Mixamo '.fbx for Unity' export option), however I am missing certain bones that may be useful such as Eyes (which Mona uses for natural looking around) and a jaw. These could be added in my 3D Application (such as Blender, Maya etc.) between the Mixamo and Unity stage. It is possible to drag and drop, or use the circle at the end of the parameter, to select different bones into the required slots if you have any issues.

  • Once done, drag your model into the scene. I used the 'F' key to focus on the asset.

  • Use the 'VRM0 > Export to VRM 0.*' menu item to export your asset. Select your asset by either drag/drop the asset or using the circle in the parameter at the top. You can change the Language from Japanese to English at the top next to 'lang'.

  • Fill in all the information as needed. I also imported a profile picture into the project to use as the thumbnail. Note that you can set permissions here such as who can use the avatar, if it can be used in violent or sexual acts, if it can be used for commercial purposes, and adding a license type.

  • As this mesh is not using any blendshapes or more complex elements, the Mesh, Blendshape, and Export Settings tabs are not needed.

  • You may want to use the 'Make T-Pose' button if you feel it helps create a more accurate T-Pose. If it does not suit your needs you can Undo the action. This depends on how you have rigged your character etc.

  • Once complete, use the 'Export' Button at the bottom right and save to your desired destination.

  • Once saved you can upload your VRM to a public URL that Mona can use!

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