10.1. Basics of object manipulation

10.1.1. Open an Object

  1. Please press each button from the home tab or 3D model tab of the ribbon bar.

Home tab

Model tab

ribbon_home

ribbon_model

For VRMs

After loading, the terms of use confirmation screen (VRM information screen) will be displayed. If you don’t give permission there, it won’t really load.

For OtherObject

When opening general Fbx, obj, etc., it can be opened by specifying it as it is in the file dialog, but there may be multiple necessary files such as textures.

In this application, due to the effect of the library used, it is possible to read, for example, a zip file as it is.

Example: Combine .obj, .mtl, .png, etc. into one zip file

By reading the zip file created in this way with this application, you can read it with the texture etc. attached normally.

Warning

The 3D model file must have the appropriate texture settings in advance.

other than that

It will appear immediately after loading.

Note

You can also drag and drop the desired VRM file from Explorer or Filer to the WebGL screen to open it.
By setting “Save opened files in history”, history will be kept for each object once opened.

10.1.2. simple shaped objects

You can add a basic shape object that will be treated as OtherObject.

  1. Click “Basic Shapes” from the 3D Model tab of the ribbon bar.

../_images/operation_initial_5.png

The following types of basic figures can be opened.

球、カプセル、円柱、立方体、平面(3D)、四辺形(2D)、水面

special surface object

A water surface object is a special object that keeps moving with animated waves.

../_images/operation_initial_6.png

There are a lot of texture properties, but if you set them in detail, you can express not only water and sea surfaces but also other uses. Please make good use of it.

Hint

The Cutout shader in the basic shape texture properties allows you to position and direct 3D models to match real walls and objects in VR/AR space. you can easily add reality-aware effects like those found in standard settings such as MetaQuest3 The VR/AR shader can be used to create a 3D model of reality in a VR/AR space.

See Arrange objects according to reality for details.


10.1.3. Open from history

Once you open VRM/OtherObject and images (including UI images), the history is saved in the app. You can open it from the history in the app without having to follow the dialog or drag it the next time you launch it.

  1. Click History on the Home tab of the ribbon bar and select the target object type.

../_images/operation_vrm_2.png
  1. The internal storage dialog opens, so select the target object and open it.

Hint

When opening from the history, you can narrow down the target file by entering it in the search box at the top of the list.

../_images/operation_initial_7.png

Note

For each OS version, the file path, not the object file itself, is saved as history. Therefore, if you move or delete the actual file, you will no longer be able to open it from this app.

10.1.4. Delete history

You can delete the accumulated history.

delete individually

  1. Check the objects you want to delete.

  2. Click histdelbtn at the top of the Internal Storage dialog.


Remove All

  1. Press Settings on the Home tab of the ribbon bar.

  2. Press Clear on the files tab.


10.1.5. Open app sample data

With VRM , OtherObject , and Image in the ribbon bar, you can open sample data saved on the app’s server as well as from your device or Google Drive.

We plan to add sample data from time to time.

A storage dialog will open for each item and you can select it from the list.

10.1.6. Object selection

All 3D objects display IK markers when they are ready to be manipulated. To make it operational, select it in the object list. (Selecting Text and UImage does not display IK markers)

../_images/operation_initial_1.png

When the corresponding object becomes operable, the IK marker will be displayed like this. (IK markers for other objects are hidden.)

Warning

Even if you select an object attached to VRoid/VRM, the IK marker will not be displayed. Unequip it to make it operable again.


10.1.7. Delete object

To delete an object, right-click in the object list and click Delete Object.

../_images/operation_initial_2.png

Note

Animation project timelines (rolls) cannot be deleted this way. See Various animation settings to delete both objects and timelines (roles).


10.1.8. Object rename

Objects can be renamed. This is different from the name of the timeline (role) described later, and is the name/title of the object itself.

  1. Right-click the target in the object list and click Rename.

  2. Enter in the input dialog and press the OK button to confirm.


10.1.9. focus the camera

Adjust the position and rotation of the camera so that the target object fits in the main camera as much as possible.

  1. Right-click the object in the object list and click “Focus Camera”.

10.1.10. Delete both this object and role

Unlike deleting an object, it deletes both the object itself and the role (timeline).

Unless you have a very special reason, such as not wanting to delete the timeline (role) that registered the keyframe, we recommend deleting it with Delete both this object and role.

  1. Right-click the target in the object list and click “Delete both this object and the role”.


10.1.11. Move, rotate and scale objects

Common properties are available for all objects. Here you can move, rotate and scale.

3D object

2D object

prop3d

prop2d


10.1.11.1. 3D object

3D objects operate on the X, Y and Z axes respectively. The movement and rotation here will be the object itself. (VRM does not cover IK of each part of the body)

As a similar operation method, there is also an operation handle displayed by clicking the IK marker.

It also supports keyboard operation. See Special operation for detailed operation instructions.

Warning

Only 3D objects can be operated with the keyboard. Text and UImage are not keyboard accessible.


Consider 360 degree rotation

When Consider 360 degree rotation is turned on, it tries to rotate as much as possible when the rotation angle is reached. For example, if you want your Y-axis to be:

frame

Y-axis rotation angle

1

0

10

359

If you set this option to OFF and register a keyframe, you can only switch the angle immediately considering clockwise/counterclockwise rotation from 0 degrees. If it is ON, it will try to make one rotation, eg 10..30..50..185..200.. between frames 2-9.

  • However, due to the internal rotation specifications of this application, it cannot be rotated from 0 to 360 degrees. Rotate to 359 degrees once, then register a keyframe on the next frame to rotate from 359 to 360 degrees. At that time, it is necessary to turn off Consider 360 degree rotation .

Warning

This option is not saved as motion data. This is an option only when registering a keyframe. Toggling object selection will return this toggle to OFF.

fixed ratio

You can also specify the X, Y, and Z magnification, but you can also fix the ratio. If you turn on Fix ratio, there will be only one input field. If you enter in this state, you can change the size while maintaining the current ratio.

jumping/swaying

There are jump and shake functions as options related to the position and rotation of the object itself.

Jumping works if the count is 1 or more.

Linear and random shakes only work when each is On.

10.1.11.2. 2D object

Unlike the Unity editor, 2D objects have limited input fields for clarity.

Position is X, Y, rotation is Z axis only.

Size

Unlike 3D objects, it indicates the size of the area to be drawn.

Scale

It has the same size of meaning as a 3D object.

10.1.11.3. Position and rotation reference

Introduced in version 2.15.0. You can refer to the positions of other objects and change the orientation and position of the currently selected object.

Caution

Only 3D objects are allowed.

How to open
  1. Select a 3D object such as VRM and open the Common panel from the Properties panel.

  2. Click the button to the far right of the position.

transref03

  1. The Position and Rotation Reference window will open.

How to use
  1. First, select the 3D object you want to move or rotate.

Hint

For VRM, select the IK marker you want to move or change the orientation of. (Its color will turn orange.) This will limit the movement and rotation to that IK marker.

  1. Open this window.

transref01

  1. Select the avatar (object) you want to reference.

Hint

You can also choose the main camera.

  1. If the reference avatar is VRM, you can further specify reference parts.

transref02

  1. Specify Offset if necessary.

  2. Click the Position button to move it, or the Orientation button to change its orientation.

Hint

When targeting the VRM itself, use it with no IK markers selected, or with the Movement Mode toggle switch turned on and an IK marker at the feet selected.

../_images/prop_common_transref04.png

This window will display All.

Example

The initial state is as follows:

../_images/prop_common_transref01.png
The currently selected object:

VRM_A (left)

Selected IK marker for selected VRM:

LeftHand

Reference Avatar:

VRM_B (right)

Reference part:

Aim

When you press the Orientation button, VRM_A’s LeftHand will face VRM_B’s Aim.

../_images/prop_common_transref02.png

If you press the Position button further, VRM_A’s LeftHand will move to the Aim location of VRM_B.

../_images/prop_common_transref03.png

Now the left arm of VRM_A points to the upper body of VRM_B, making it easy to pose multiple people.

In reality, it’s not necessary for them to be in exactly the same position, so any fine adjustments will need to be done manually.

10.1.12. Physical effect

This is a feature added in ver 2.4.0.

../_images/prop_common_5.png

See Physical effects (common) for a description of the property.

The IK marker in this application is only for moving objects. This setting determines how objects move when they collide with each other.

React when objects collide

Turn on the Use Collision toggle switch. Please set it for all target objects.

Adjust movement power after collision

Change the value of drag. Default is 10. The lower the value, the longer it will take for the object to stop moving.

Adjust the rotational force after collision

Change the value of Angular Drag. Default is 10. The lower it is, the longer it will take for the object to stop rotating.

follows gravity

Turn on the Use gravity toggle switch. The moment you turn it on, objects will fall towards the ground. While you are moving it with an IK marker, it will remain at that position and rotation, but when you stop operating it, it will fall again according to gravity.

Hint

When used in VR/AR space, it can be used with a more realistic feeling. If you have a MetaQuest 3 or later device that has practical hand tracking, you can also grab an object in your hand and throw it to hit another object.

You may be able to use this app for a variety of purposes, not just creating poses and animations.

10.1.13. Onion skin

Introduced in ver 2.14.0. Copies the entire pose of the currently selected object as a red object. This is a useful function when creating continuous motions, as it allows you to keep the pose of any frame when switching keyframes to create a motion.

  1. Open the Screen tab on the ribbon bar.

  2. Check the Onion Skin checkbox in the Options area.

../_images/prop_common_onionskin00.png

  1. An onion-skinned copy object (hereafter referred to as onion skin) will be displayed overlapping the currently selected object.

../_images/prop_common_onionskin01.png

In the case of VRM, it looks a little scary because it is overlapping with the original VRM, but don’t worry about it, just move the IK markers of any part.

This will cause the onion skin to maintain the pose of the object before the operation. This will allow you to move the object little by little and register it in a keyframe, making it easier to create a smooth motion.

The image shows the following operations:

1

Show Onion Skin

2

Change the pose and move it

3

Register to keyframe

4

Hide onion skins

5

Select the next frame

6

Do the same as step 1

7

After that, repeat

Hint

The onion skin will be hidden if you do the following:

  • Uncheck the Onion Skin checkbox

  • Select a different object