VRM - Extending GlTF For Portable Humanoid Avatars

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VRM - Extending glTF forPortable Humanoid Avatars

What is “VRM” ?A glTF based, platform independent3D humanoid avatar specificationand file format.Designed to make humanoid avatars portable,easy to handle for various applications.

VisionCreateOwnMulti-use Virtual Beings are truly living in the internet world today. VRM believes that world is better place if you can bring your avatar towherever you want to go.

VRM Applications

ProblemFacial animationEye expressionsBlend shape(morph)Eye boneUV offsetBlend shape(morph)Material switchModel scaleCoordinate systemUV offsetHumanoid RigDefault stanceA stanceLocal rotationT stanceetc, etc

Problem No standards for character models, rigs andcontrols. Hard to support various difference characters forApplication developers.

Our SolutionVRM creates intermediate layer and constraints that makesapplication capable to control avatars in uniform manner.ApplicationVRM APIEye d shapeEye bone

VRM StructureMaterial extensionCel shading (NPR) material definitionVRM extensionVRM extension for Humanoid avatar(Humanoid bone structure, Secondary Animation, Licenses )Base technologyData constraints requirement(Scale, data type, local rotation, stance )Bare glTF 2.0 (.glb)

Reference Implementation (UniVRM) Reference implementation to handle VRM filesin Unity. MIT License Supporting runtime avatar import Other implementations are also available bycommunity. Three.js Babylon.js Unreal Engine 4 (VRM4U)

glTF extensionVRM/Humanoid Humanoid bone structure defined as glTFextension

glTF extensionVRM/Emotion To support Anime-like styles, expressions aredefined as changes of blend shapes (morph)and materials respect to vowels and presetexpressions (angry, fun, etc) These preset patterns can be extended

glTF extensionVRM/Emotion 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 inuniform manner.ApplicationEmotion“Joy”VRM APIVRMBlendShapeProxy

glTF extensionVRM/SpringBone Simple secondary animation system Intended to be used for (non-realistic) hairs andcloths Open algorithms, intuitive parameters. Put weight in simplicity to ensureportability rather than being feature rich.

glTF extensionVRM/MToon Anime look material definition Provided as part of defaultimplementation. Also ported toWebGL.

glTF extensionVRM/License 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?

glTF extensionVRM/LicenseAvatar data must be transmitted to render world

glTF extensionVRM/Humanoid Avatar data must be given to others - doesn’t means you can ownthose avatars. Comprehensive, avatar-specific licenses and permissions areimportant to protect your appearance in virtual world.

MembersObserversNintendoNHK STRL

SIGGRAPH ASIA 2019 Real-Time Live! 20th Nov 4:00pm Real-Time Live!

Thank you!vrmc-pr@vrm-consortium.org

VRM/Emotion. glTF extension 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/SpringBone. glTF extension