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VRM - Extending glTF for Portable Humanoid Avatars
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What is “VRM” ?
A glTF based, platform independent 3D humanoid avatar specification
and file format.
Designed to make humanoid avatars portable,easy to handle for various applications.
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VisionCreate Own Multi-use
• Virtual Beings are truly living in the internet world today. • VRM believes that world is better place if you can bring your avatar to
wherever you want to go.
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VRM Applications
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Problem
Blend shape(morph)
UV offset
Material switch
Eye bone
Blend shape(morph)
Facial animation Eye expressions
A stance T stance
Default stance
Model scale
Coordinate system
etc, etc…
UV offset
Humanoid Rig
Local rotation
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Problem
• No standards for character models, rigs and controls.
• Hard to support various difference characters for Application developers.
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HumanoidRig
Our Solution
VRM creates intermediate layer and constraints that makes application capable to control avatars in uniform manner.
Eye control
Application
VRMLookAtHead
VRM API
Blend shapeFacial(Emotion)
Eye bone
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Data constraints requirement(Scale, data type, local rotation, stance …)
VRM Structure
Bare glTF 2.0 (.glb)
Base technology
VRM extension for Humanoid avatar(Humanoid bone structure, Secondary Animation, Licenses …)
VRM extension
Cel shading (NPR) material definitionMaterial extension
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• Reference implementation to handle VRM files in Unity.
• MIT License• Supporting runtime avatar import• Other implementations are also available by
community.• Three.js• Babylon.js• Unreal Engine 4 (VRM4U)
Reference Implementation (UniVRM)
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VRM/Humanoid• Humanoid bone structure defined as glTF
extension
glTF extension
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• To support Anime-like styles, expressions are defined as changes of blend shapes (morph)and materials respect to vowels and preset expressions (angry, fun, etc)
• These preset patterns can be extended
VRM/EmotionglTF extension
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• Application controls the avatar through VRM API by commanding “expressions” instead of directly controlling bones or blend shapes.
• This middle layer let applications handles different styles of avatars in uniform manner.
Emotion“Joy”
Application
VRMBlendShapeProxy
VRM API
VRM/EmotionglTF extension
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• Simple secondary animation system• Intended to be used for (non-realistic) hairs and
cloths• Open algorithms, intuitive parameters.• Put weight in simplicity to ensure
portability rather than being feature rich.
VRM/SpringBoneglTF extension
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• Anime look material definition• Provided as part of default
implementation. Also ported to WebGL.
VRM/MToonglTF extension
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• EULA/License of distributing avatars can be defined and included• Avatar-minded Permissions
• Permit/Prohibit violent activities when playing with this avatar? • Permit/Prohibit to play original personality?
VRM/LicenseglTF extension
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Avatar data must be transmitted to render world
VRM/LicenseglTF extension
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• Avatar data must be given to others - doesn’t means you can own those avatars.
• Comprehensive, avatar-specific licenses and permissions are important to protect your appearance in virtual world.
VRM/HumanoidglTF extension
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NHK STRLNintendo
Members
Observers
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SIGGRAPH ASIA 2019 Real-Time Live!
• 20th Nov 4:00pm Real-Time Live!
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Thank you!
mailto:[email protected]