This article explains how to export GameObjects with VRM SpringBone as XAvatar or XWear files.
To export XAvatar and XWear files while retaining VRM SpringBone, you will need…
・XWear Packager 0.3.4 or later
https://vroid.pixiv.help/hc/en-us/articles/38903414455449
・UniVRM version compatible with your VRM file
https://github.com/vrm-c/UniVRM/releases
・UniVRM version: 0.128.0 or later (required)
Please use UniVRM 0.x for VRM0 and UniVRM 1.0 for VRM1.
1. Install XWear Packager via VRChat Creator Companion (VCC)
To learn more about installing XWear Packager, refer to the article below.
▼How to install XWear Packager
https://vroid.pixiv.help/hc/en-us/articles/38903414455449
2. Open the project with XWear Packager installed
In VCC, click “Open Project” to launch the project.
3. Import UniVRM into your Unity project
- Go to Assets > Import Package > Custom Package, then select the downloaded UniVRM UnityPackage.
Alternatively, drag and drop the downloaded UniVRM UnityPackage directly into the Project view.
- A window will appear.
Click “Import” to complete the process.
- Once UniVRM is successfully imported, you should see "UniGLTF" and "VRM" appear in Unity's menu.
UniVRM for VRM0
UniVRM for VRM1
4. Import the VRM file
- With UniVRM installed, drag and drop your VRM file into the Assets panel in Unity.
This will start the import process.
- After the import is complete, the VRM file will be unpacked in the Assets panel.
5. Adjust the VRM model for export
- To prepare the model for export, drag and drop the prefab from the Assets panel into the Hierarchy.
For this example, we'll export the model with hair physics enabled.
The following GameObjects are required.
・Root: The model’s bones
・Hair: The model’s hair
・Secondary: VRM SpringBone
- To disable unnecessary GameObjects, select them in the Hierarchy, then uncheck the checkbox in the Inspector.
6. Export as an XAvatar or XWear file
- Click "VRoid" in the toolbar to launch XWear Packager.
- Drag and drop the adjusted GameObject into the "Export Target" section.
-
Select the appropriate export format.
In this example, we are exporting hair, so we select ".xwear" (outfit or accessory). If you are exporting an avatar, select ".xavatar" (base model) instead.
- If needed, enter the license information.
- In Advanced Settings, set “Set GameObjects not to export” to “Inactive GameObjects”.
- Click “Set up as an accessory”.
-
Click “Execute export”.
The XAvatar or XWear file will be exported while retaining VRM SpringBone.
Now, let’s check the file in VRoid Studio!For VRM1 models only:
When you click "Execute export," a dialog box will appear. Click "OK" to proceed with the export.
7. Check the file in VRoid Studio
To use an XWear file with VRM SpringBone, make sure you're using VRoid Studio v2.1.4 or later.
- Open VRoid Studio’s dress-up feature.
- Click “Add costume” and select your XWear file.
Since this uses the Root, bones will be visible on the screen.
Click the top-right button to hide the bones if needed.
- Adjust the hair position or other elements as necessary.
- Since the hair was imported as an accessory, select the target bone to attach it.
*Due to a known issue, please select the bone from the list instead of clicking "Select Bones”.
- Play the animation.
If the hair moves naturally, VRM SpringBone has been successfully retained.