*The Avatar file format “VRM1.0” will be supported in the version to be released around September 2024. The purpose of this release is to inform everyone in advance about specifications, changes, and precautions.
Avatars created according to the VRM 0.x and 1.0 standards can be uploaded and used in Cluster.
Please refer to the following for the bones required for uploading and the shaders that can be used.
Please note that there are different restrictions and specifications depending on the VRM version (e.g., VRM 0.x, VRM 1.0).
Bone
Humanoid avatars will be required to have the necessary bones to upload:
■VRM 0.x
- hips
- spine
- chest
- neck
- head
- leftUpperArm
- leftLowerArm
- leftHand
- rightUpperArm
- rightLowerArm
- rightHand
- leftUpperLeg
- leftLowerLeg
- leftFoot
- rightUpperLeg
- rightLowerLeg
- rightFoot
■VRM 1.0
- hips
- spine
- head
- leftUpperArm
- leftLowerArm
- leftHand
- rightUpperArm
- rightLowerArm
- rightHand
- leftUpperLeg
- leftLowerLeg
- leftFoot
- rightUpperLeg
- rightLowerLeg
- rightFoot
Material (Shader)
Shaders available in materials (acceptedShaderNames) are the following:
■VRM 0.x
- Standard
- VRM/MToon
- UniGLTF/UniUnlit
Note: Standard-type shaders are converted to UniUnlit and displayed on Cluster.
■VRM 1.0
- VRM10/MToon10
- UniGLTF/UniUnlit
- Standard
Note: Standard-type shaders are converted to UniUnlit and displayed on Cluster.
Other Restrictions
■VRM 0.x
There are internal restrictions that encourage common sense usage (internal restrictions are subject to change), but generally, you can upload your avatar without worrying about the restrictions.
VRM files created with UniVRM v0.47 or earlier are not supported as they may not conform to the glTF standard. If you have such VRM files, please re-export them using v0.48 or later.
(The recommended version for Cluster is UniVRM v0.61.1. VRM files exported with an older or newer version, or those output with a version other than UniVRM, may not work properly).
■VRM 1.0
Limitations | Upper limit |
VRM file size | 100MB |
Number of nodes | 1,000 |
Number of bones | 200 |
Number of Spring Bone Colliders | 500 |
Number of Submeshes | 25 |
Total number of polygons in the mesh | 72,000 |
Number of Materials | 25 |
Length/Width of an individual texture | 8,192 |
Total number of pixels in the texture |
12,582,912 (12*1,024*1,024) |
Number of constraints | 50 |
Supplementary Notes
- Number of nodes: The number of GameObjects in Unity
- Number of spring bones: The number of VRM10SpringBoneJoints in UniVRM
- Number of SpringBoneCollider: The number of VRM10SpringBoneCollider in UniVRM
- Texture image format: PNG, JPEG
Note: The above limitations may be subject to change after release.
Texture
■Common to VRM0.x and VRM1.0
Category |
Limitation |
Image format of the Texture |
PNG、JPG |
Note: If you set the texture name to _cluster_user_icon, it will be replaced by the user's icon image on Cluster. (To reduce size, it is recommended to keep the dummy texture small, such as 32*32 px, when creating VRM.)
■VRM 1.0
・Total size of the texture
We have set a limit on the total size of textures that can be used for each VRM1.0 avatar used in clusters. Specifically, the total pixel count of all textures must be within 12,582,912.
For example, suppose you have the following textures in VRM:
- Three 512*512 textures
- Two 1,024*1,024 textures
- One 2,048*2,048 texture
The calculation of the total number of pixels of the textures in this VRM is as follows (512*512 * 3) + (1,024*1,024 * 2) + (2,048*2,048 * 1) = 7,077,888
Since 7,077,888 is less than 12,582,912, each texture is not compressed.
Reference: Rig import settings on Unity
Although this is not a restriction on uploads, to have avatar animations operate normally, it will be required to follow the below requirements:
- That the Mecanim Animation Type is a Humanoid
- That the front of the avatar is facing Z+
- That the avatar bone is taking a T-pose
You can see details about Humanoids on Unity Manual: Importing a model with humanoid animations.
When there is a problem importing
When the avatar has been imported correctly