VRM Builder

A multi-field tool to assemble, validate, and export VRM avatars for VTubers, indie developers, and 3D artists.

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About This Tool

VRM Builder accepts modular parts (base model, textures, morph targets) and outputs a ready-to-use VRM asset. It validates VRM compliance, ensures correct humanoid rig naming, and packages metadata for upload to engines or marketplaces. This streamlines the path from asset parts to a deployable avatar.
The tool normalizes inputs, maps bones to the VRM humanoid spec, handles blendshapes, and configures spring bones, producing a VRM 0.0 or 1.0 package with author, license, and version metadata. Optional optimization, texture packing, and batch builds support scalable workflows.
Its core value lies in consistent validation, modular assembly from parts, and metadata export, enabling predictable results across projects and teams. By focusing on spec conformance and repeatable pipelines, it reduces rework when assets move between editors, viewers, and target engines.
Use cases include building avatars from interchangeable parts, converting non-VRM assets to VRM, and standardizing materials and morph targets for multiple characters; export-ready assets can be imported into Unity, Unreal, or VRM viewers with minimal setup.

How to Use

  1. Provide inputs: base_model_file, texture_map, and optional morph_targets.
  2. Configure export settings: VRM version, metadata like author and license, and material adjustments.
  3. Run build: assemble parts, validate VRM compliance, and apply optional optimizations.
  4. Retrieve outputs: vrm_file, metadata_json, and build_log.
  5. Import into a target engine or viewer to test; iterate as needed.
How to use vrm builder

Frequently Asked Questions

Find Quick Answers

What formats are supported?
The builder exports VRM 0.0 or 1.0 and accepts inputs like GLTF or VRM base models with common texture formats (PNG/JPG). The final deliverable is a VRM package with embedded metadata and optional logs for traceability.
Do I need 3D design experience?
Basic familiarity with asset pipelines helps. The tool provides validation, defaults, and guidance to align bones, morph targets, and textures; advanced users can supply custom morph mappings and metadata for precise control.
Can I export multiple avatars in a batch?
Yes. The batch build feature accepts multiple input sets and processes them in sequence, producing separate VRM files with corresponding metadata for each avatar in the batch.
What if inputs are missing or incompatible?
Missing required inputs trigger structured errors with specific fields indicated. Incompatible base models or textures raise validation errors, guiding corrective actions before re-run.

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