7.3. File manipulation

7.3.1. Object file

本アプリでポーズやモーションをさせるオブジェクトです。

are as follows: It also supports drag and drop on the WebGL screen.

  • Vroid/VRM(.vrm)

  • Other 3D objects(.obj, .fbx, .zip, .gltf ,.glb, .ply, .stl, .3mf)

  • Images(.png, .jpg, .gif)

  • Music/audio files (.mp3, .wav)

Caution

Music and audio files do not support drag and drop.

Reopen object file

Since this application is a web application, it cannot directly refer to the storage of devices such as PCs and smartphones.

Therefore, it is necessary to make settings to save object files that have been opened in the history. (this is the default)

By saving it in the history, you can open the object file at the same time as the project file.

History storage capacity is subject to the IndexedDB limit of the browser used.

Hint

Each OS version can directly reference the device’s storage. In this case, only the file path is saved in the history.

7.3.2. Handling of files that can be read and written by this application

I will explain the precautions for files that can be created and read by this application.

Hint

These files are freely distributable.

It can be read by dragging and dropping it on the WebGL screen.

7.3.2.1. Project file

See Save animation project file and Open animation project for other explanations.

Extension:

.vvmproj

Available storage and timing

App environment

timing

Internal storage

device storage

Web app

first time

read/write

reading

Web app

2nd time onwards

read/write

write (as download only)

PC version

first time

read/write

read/write

PC version

2nd time onwards

read/write

read/write

Data related to project files
Cast (object such as VRM)

If there is a name, shape, and other special information of the object assigned to the timeline (role), it will be retained.

The actual information of the object when opening the project file is:

Web app version:

The file object itself is stored in the application

PC version:

Only the file path, size and type are saved in the app

Motion data
The timeline (role) is the target. Retains the size and shape of the object at the time it was registered in the keyframe as reference information.
See Assign Cast to Role for how to assign timelines (roles) and casts.
Information about the project itself

Although it is not particularly used, it is possible to retain the project name and description.

7.3.2.2. Motion file

See save motion and open motion for a detailed explanation.

Extension:

.vvmmot

Motion data for a single timeline (roll). Retains the size and shape of the object at the time it was registered in the keyframe as reference information.

If the object type matches, it does not depend on the actual cast (object). For VRM, the height difference is automatically calculated and reproduced.

All information is retained in this app’s unique motion format.

Extension:

.fbx

Although it is a 3D model, it is a format that can retain animation inside. In this application, it is loaded under the category OtherObject. To play the target animation, select it in the properties of OtherObject.

Playback, seek speed changes are also performed within the UI.

Extension:

.anim

This is Unity’s AnimationClip. Due to the structure of the bones included in the motion, the motion may not be the same as VRMAnimation, etc. described below.

Only output is supported.

Extension:

.vrma

This is VRMAnimation. .vrma file is a newly defined motion format exclusively for VRM in UniVRM. See below for details.

VRMC_vrm_animation - GitHub

VRMAnimation supports both loading and output.

reading

Please specify in the animation property of VRM.

Playback, seek speed changes are also performed within the UI.

Output

Operate on the model tab of the ribbon bar.

../_images/posing_2.png

7.3.2.3. Pose file

See Save pose/motion and Open pose/motion for a detailed explanation.

Extension:

.vvmpose

Only VRM can be used. Pose data when acquiring the timeline (roll) of the unit. It can be acquired and saved without the need to register it in a keyframe. The size and shape of the object at the time of acquisition are retained as reference information.

It does not depend on the actual cast (object). The height difference is automatically calculated and reproduced.

All information is retained in this app’s unique motion format. Actually, it is only one frame of motion data.