Llama Labs Interactive
  • Introduction
  • Asset Creation
    • The Crate Series
      • Blender Basics
        • The Base Model
        • Edit Elements
        • Blender Common Tools
        • Simple Materials
        • Useful Techniques
        • Exporting the Asset
        • Summary
      • Materials and UVs
      • Palette & Gradient Texturing
        • Palette Approach
        • Creating the Material
        • Unwrapping UVs
        • Finalizing the asset
      • Tileable Textures
        • Creating the Texture
        • Creating the Material
        • Unwrapping the UVs
        • Finalizing the Asset
      • Trim Sheets
        • Creating the Texture
        • Creating the Material
        • Unwrapping UVs
        • Finalising the Asset
      • Hand Painted Assets
      • High polygon Assets
    • VRM Avatars
      • Getting Started
      • VRM for Blender
        • Installation
        • Rigging the Avatar
        • Weight Painting
        • Blend Shapes
        • VRM Details
        • VRM Export
  • Hyperfy
    • Custom Avatar Animation
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On this page
  • Assigning VRM Bones
  • Setting the T-Pose
  • Exporting the Avatar
  • Testing the Avatar
  1. Asset Creation
  2. VRM Avatars
  3. VRM for Blender

VRM Export

This doc goes over how to export your VRM from Blender using the VRM for Blender addon.

To correctly export your VRM the 'VRM for Blender' add on needs to make sure that all the bones are correctly assigned.

Assigning VRM Bones

  • Expand the VRM 0.x Humanoid panel in the 'VRM' tab. You can adjust the width of the panel at the left. You can scroll down using the scroll button.

  • Make sure that all the Bone assignments are correct. If you see any red there may be an issue, you can adjust the bone assignments manually by clicking on the slot for each bone. This may be needed if you have created your own rig, or used Mixamo/Accurig to rig your character.

Setting the T-Pose

For animations to work correctly your avatar needs to be exported as a T-Pose. Many avatars may be created or rigged as an A-Pose. You will need to update the rig in order for it to work correctly.

  • Pose the character into a T-Pose.

  • Select 'Current Pose' under the 'VRM 0.x Humanoid' section in the VRM tab.

    • You can also use Custom Pose using an Action asset if preferred.

  • This should export the asset in a T-Pose when exporting.

  • Adjust the rig into a T-Pose.

  • Select the Mesh in Object Mode.

  • Select the Modifier Tab at the right side of your screen (it looks like a wrench icon) in the Properties Panel.

  • Apply the Armature Modifier with the Apply button to apply the deformation.

By applying the armature modifier at this stage, you’re making sure that the mesh is set correctly with the weights already assigned, and it “locks in” the deformation caused by the armature.

Set the New Rest Pose for the Armature in Blender

With the mesh properly aligned, the next step is to define a new rest pose for the armature. This ensures that Blender treats the current pose as the new default or “rest” position.

  • Select the Armature in Pose Mode

    • Switch to Pose Mode by first selecting the armature in Object Mode and pressing Ctrl + Tab or selecting Pose Mode from the menu.

  • Apply Pose as Rest Pose

    • At the top of the screen, go to the Pose menu.

    • In the dropdown, select Apply > Apply Pose as Rest Pose.

Add the Armature Modifier Back to the Mesh

Now that the armature’s rest pose has been updated, you’ll need to reapply the armature modifier to the mesh. This step will ensure that the mesh can still be controlled by the armature.

  • Select the Mesh in Object Mode.

  • In the Modifiers tab, click on Add Modifier and choose Armature from the list of deform modifiers.

  • Assign the Armature to the Modifier:

    • You will see an option labeled Object within the Armature modifier settings.

    • Click on the Object field and select the armature that corresponds to your mesh.

This process rebinds the mesh to the armature while keeping all the weight data intact. Blender will now know to use the updated rest pose for all future deformations.

Exporting the Avatar

  • Select the model and armature/rig and go to File / Export / VRM and save it where you like.

    • It is recommended to select the assets you want to export and use the 'Export Only Selections' to make sure that other assets like cameras or lights aren't exported.

Testing the Avatar

There are a few different platforms you can test the avatar in. It is recommended to try some of the main ones to make sure your avatar works without issue. Some examples include :

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Last updated 3 months ago

Hyperfy
Nifty Island
VRChat
OnCyber
VSeeFace