VRM Blendshape Editor (addon)

This tool is special. It’s not for making a VRChat avatar, but a VRM one, and should only be imported if the UniVRM package is also imported (currently, it only works with older versions. 1.0 changes some stuff in the code. This is the version you should use: https://github.com/vrm-c/UniVRM/releases/tag/v0.99.4)

Setup

  • Avatar accepts a game object

    • This will usually be your avatar

    • You can ignore this and just set the Face Mesh slot instead. The avatar will be set automatically

  • Face Mesh is where the mesh containing all your blendshapes should go

ARKit

  • The script will try to find all ARKit blendshapes in the Face Mesh. It’ll tell you how many are missing

  • The Details fold show the index of the ones found, and which ones are missing

  • This is extremely useful when making the blendshapes from scratch, to make sure none of them were accidentally skipped or mistyped

VRM Clip Creation

When the VRM Clip Creation toggle is active, it’s options will be displayed

  • Find Visemes will try to find the names of VRM visemes inside the Face Mesh (eg, A, E, I). If they’re not found, it’ll try to find VRChat visemes to use instead (eg, vrc.v_aa → A, vrc.v_ou → U)

    • You can use Visemes Mapping to change them to the name in your model (eg, A → ah)

  • Find Expression Blendshapes will try to find the names of VRM expressions inside the Face Mesh (eg, Joy, Angry, Sorrow)

    • You can use Expression Mapping to change them to the name in your model (eg, Sorrow → Sad)

  • Blendshapes don’t have to be found! The Blendshape not found text just means it’ll be skipped

  • When Create Blendshape Assets is hit, a Blend Shape Avatar asset with all the found Blendshapes Clips set up will be created

    • To use it, just add the component VRM Blend Shape Proxy to your avatar and drag the created asset onto the Blend Shape Avatar slot

This tool, in combination with the Material Editor, can be used to create an ARKit compatible VRM file from a model in seconds

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