VRM Format Models†
You can use VRM format models as 3D characters.
VRM models can be created using Vroid Studio, for example.
You can also use shape keys in the VRM file.
Importing VRM Models†
Click the Add button in the 3D Stamp list under Resources > 3D Stamps and select the VRM file you wish to import from the “Local Files” tab of the Asset Picker.
The motions pre-installed in Bakin are automatically assigned upon import.
The motions to be assigned are located in Resources>Motions>reserved folder>VRM.
- Limitation on Motions
The following limitation exists at this time:
- If the base model has different bone lengths, those motions cannot be mixed.
- Note on Textures
(!)In some cases, VRM format models use large texture sizes, which can affect the operation of tools and games. (loading, etc., takes longer and runs slower)
Please consider using the “Internal Format Settings” function found in Game Definition > Project Settings>Game Engine Settings.
- Files Generated on Import
The following fbx file is automatically generated in the folder where the VRM file to be imported was located.
Please use them as needed.
.vrm.x100.fbx | This file is a VRM model converted to standard fbx. |
.vrm.humanoid.fbx | This is a file in which the bones are simplified and converted to bone names in line with Unity's Humanoidbody. |
.vrm.mixamo.fbx | This file further simplifies the bones and makes them easier to import into Mixamo. |
- Blend Shape Settings
You can blend shape keys contained in a VRM model to set the expression.
Go to Resources > Blend Shapes, press the Add button, and select the VRM model you have already imported from the “Ready to Use” tab of the Asset Picker.
See Blend Shapes for more information on how to blend shape keys.
- Thumbnail Image
The model created by Vroid Studio includes a thumbnail image (an image of the model's face).
This image is automatically registered in Resources > Images.
Please use it for cast icons and so on as needed.
Adding Motions with Mixamo to VRM Models†
To add motions using Mixamo (https://www.mixamo.com/) for motions that are automatically assigned upon import, follow the steps below.
The following assumes that you have already imported a VRM model into your Bakin project.
- Log in to Mixamo (https://www.mixamo.com/).
- Press the "Upload Character" button.
- Drag and drop the generated .vrm.mixamo.fbx of the model.
- Select a motion from the left column of Mixamo.
- Fine-tune with the right parameters as needed.
- When you have finished making adjustments, click the Download button.
Download Settings are set in the following:
- Format: FBX Binary (.fbx)
- Skin: Without Skin
- Frames per Second: 60
- Keyframe Reduction: none
Up to this point, this is the process on Mixamo.
- Import the motion into Bakin. Select the 3D stamp to which you want to assign the motion, and refer to Importing Motions for more information on how to proceed.
(!)If you want to add motions to “reserved>VRM>SampleMan_vrm_sample_motion,” which is automatically assigned when a VRM model is imported, copy and paste the motion (add with a different ID).
Assign the motion created by Mixamo to the “SampleMan_vrm_sample_motion_2” motion set generated by the paste.
This is the end of adding motions.
If you wish to add more new motions, repeat steps 4 through 6 (working in Mixamo) and
Bakin Motion Export add-on†
The Bakin Motion Export add-on is a Blender add-on that adjusts VRM bones so that Bakin can read them correctly.
To export VRM models from Blender to Bakin, please install this add-on from your Blender's preference menu.
Bakin Motion Exporter add-on for Blender
How to Use Mixamo's Motions after Adjustment in Blender†
If you want to adjust Mixamo's motions before applying them to your model, please follow the steps below.
- Import a VRM model into Bakin.
- Upload the .vrm.mixamo.fbx generated in the import source folder to Mixamo and select the motion you want.
- Download the motion from Mixamo with the following settings:
- Format: FBX Binary (.fbx)
- Skin: With Skin
- Frames per Second: 60
- Keyframe Reduction: none
- Import it into Blender and adjust the motion.
If you are importing into Blender and the bones do not import in line with the mesh using this setting, turn on Armature>Automatic Bone Orientation and import.
- Go to File > Export > Bakin Motion Export add-on. In this case, turn on “Apply Transform”.
When exporting with this add-on, only the bones will be automatically exported.
This is the end of the work on the Blender side.
- In Bakin, add this file from Resources > Motions > Add Motion List button.
To add to an existing motion set, select the motion set to add to in the motion list, then select the motion you created from the “Add Motion” button in the properties.
- If you have further adjusted the motion in Blender, follow the same procedure to export from Blender, select Resources > 3D Stamps > Models > the appropriate file, and then press the “Update Information” button at the top of the model list to update the model.
(!)The motion fbx that you exported with the Bakin Motion Export add-on will not show bones on the “Model Preview”, but instead will show a cube.
How to Add Motions to VRM Models with Blender†
If you want to create motions using Blender and apply them to your model, please follow the steps below.
- Import a VRM model into Bakin.
- Import the .vrm.mixamo.fbx generated in the import source folder into Blender.
If you are importing into Blender and the bones do not import in line with the mesh using this setting, turn on Armature>Automatic Bone Orientation and import.
- Press Blender>Action Editor>New to add motion manually.
(Please see the advice.)
- Go to File > Export > Bakin Motion Export add-on. In this case, turn on the “Apply Transform” option.
If you export with this add-on, only the bones will be automatically exported.
This is the end of the work on the Blender side.
- In Bakin, add this file from Resources > Motions > Add Motion List button.
To add to an existing motion set, select the motion set to add to in the motion list, then select the motion you created from the “Add Motion” button in the properties.
- If you have further adjusted the motion in Blender, follow the same procedure to export from Blender, select Resources > 3D Stamps > Models > the appropriate file, and then press the “Update Information” button at the top of the model list to update the model.
(!)The motion fbx that you exported with the Bakin Motion Export add-on will not show bones on the “Model Preview”, but instead will show a cube.