Support for VRM? 3d Humanoid Avatar Format for VR?
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Lhun
As I'm sure you're now aware, Vtubers and VRChat in general is currently on a moonshot rocket ride to mainstream in Japan. Due to this, DWANGO and others have started OSS initiatives using Khronos GLTF standards to create an optimized "platform independent" 3D avatar file format. They already have published a unity asset that allows you to import and export them from FBX and other meshes incredibly easily, and they are designed to be embodied by humans in VR, making them EXTREMELY well suited to VRChat.
In fact, I think they were created with VRChat in mind, if you look at their mission statement - they really do seem that way. It may already be possible to bring VRM into vrchat since the format fits a lot of your package standards.
Either way, direct acknowledgement and support of the format would go a long way in south east asia I believe, as they have somewhat decent copy protection considerations for creators, as well as optimized setups for normals, meshes, materials and armature.
The MMD PMX and PMD file format is WILDLY popular in vrchat for good reasons as I discovered way back in 2015, but there are things that turn off the japanese creator community about this (sorry for that :( ), mainly models getting ripped - and the fact that they are not optimized for vr IK or human embodiment, and not generally light weight.
This is designed as a complete solution to all that, and they have a lot of backing and this initiative comes from talented devs and huge companies, like for example niconico. Give it a look!
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Sakuban
The latest news is that VRM is moving towards becoming an international standard. I think it will become a familiar standard for many people.
sierra-tan-sama
I am surprised that this request has not yet been fulfilled.
About a year ago, there was a major update to VRM. With this, it has become increasingly important to respond to this request!
n
newren
Vrm support would also allow people to easily design personalized avatars in Vroid without need for any skill.
Scout - VRChat Head of Quality Assurance
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Lhun
Scout - VRChat Head of Quality Assurance: well that's a surprise! My 5 year old dream is tracked!
100の人
Related:
Update to Unity 2021.3 LTS
Unity 2019.4 is no longer supported by Unity Technologies, and with that, UniVRM no longer supports Unity 2019.4.
This also means that it is becoming increasingly difficult to use VRM models in VRChat on the user side too.
100の人
UniVRM-0.114.0 is no longer compatible with Unity 2019.4.
Remove linq snippets disused on unity update by notargs · Pull Request #2123 · vrm-c/UniVRM
Lhun
Four year old bump!
It would appear that there is now a mature implementation that makes glTF not only practical but perhaps even more desirable to improve modern run-time asset loading in Unity applications like VRChat.
It would be a change for some people's workflow, but if integrated in the client could lead to significant speedups in some areas.
hakanai
Lhun: I have been hammering UniVRM with my issues and hopefully things have been getting fixed and the standard is getting more mature as a result. Native support would be a nice alternative as a more cut-down version of VRChat's avatar format.
Sort of like how VSeeFace can load VRMs as-is but also has its own bundle format for extensions.
Even if VRM is a bad format it is a common format now so too bad.
Lhun
hakanai: the same could be said for fbx! :D
hakanai
Lhun: FBX is reasonably consistent. Either you have the all text format, or you have the all binary format.
VRM mixes text and binary in a way which is awkward for the implementor. Having a blob of metadata alongside binary blobs is fine, the issue is that the method of parsing text and binary is so different that you end up writing multiple parsers to read the format. It’s convenient for one use case where you are a browser and JSON parsing is available in the library.
Minecraft has demonstrated how to do metadata in binary, see https://wiki.vg/NBT
Lhun
hakanai: I imagine you haven't struggled with an ancient fbx in ascii wrapped in a mojibake zip that trashes it entirely, lol.
We don't disagree entirely though, I know VRM is a little unusual, but it's extremely well documented with standards, and open to everyone to modify. If GLTFast was implemented in VRChat, a new dawn of insanely fast asset loading in parallel could happen too. https://github.com/atteneder/glTFast <- I've played with this library and it's absolutely insane.
But with that being said, the benefits outweigh that.
Mainly, GLTF NATIVE support with modern loading is what I've -actually- wanted all along.
The format is free and clear of any copyright ownership and being open source and based on something from the largest consortium of open source focused graphics industry professionals it's pretty great. Plus basically every other social application and avatar creator tool across many operating systems uses it as a standard, for everything from vtubing to mobile games. There would be a massive influx of legal avatars as a result. VRM is just the cherry on top for avatars.
https://vrm.dev/ is a great resource, and the same cannot be said for FBX.
randrana
This is a dream.
If VRchat correspond to VroidHub, tremendous number of characters can use in VRchat instantly.
Lucifer MStar
Is there any update for adding this? It clearly has the upvotes and I would love for this to also be added!
ReadyPlayerEmma
Is there any chance that the about-to-be-released version of VRChat using Unity 2018 LTS could help make this easier?
Lhun
I've left a comment on the following canny that again makes the argument that VRM format might mitigate some of the limitations of the quest avatars: https://vrchat.canny.io/feature-requests/p/quest-avatar-limits
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