VRM Consortium, Inc.
List of members and observers
About the VRM Consortium
What is VRM?
The Future of VRM
The VRM Consortium's Mission
VRM Consortium,
a general incorporated association
dedicated to developing
and disseminating the "VRM" file format for 3D avatars.
Established April 24, 2019.
2020.04.08:A "Super Hackathon" was held in collaboration with SPAJAM
Click here for the website
2020.1.31:UniVRM 1.0 Draft implementation is now available!
UniVRM 1.0
2019.11.29:VRM 1.0 Draft is now available
Since the emergence of VTubers at the end of 2017,
the environment surrounding 3D avatar models has changed dramatically.
Demand for production and use of 3D avatar models is expected to increase not only in the realms of animation and gaming,
where 3D models have a long history of use, but also in the AR/VR/MR fields, where market growth is expected in the future.
On the other hand, when using 3D avatar models in VR or on YouTube,
the specifications are different for each application,
the avatar's viewpoint and skeleton are not properly standardized in VR,
and creating quality avatars requires complicated work.
There is also a need to protect new types of ownership,
such as intellectual property and copyrights for 3D models, and the personalities of VTubers themselves.
So, to improve this situation
For "humanoid" characters and 3D avatars,
By absorbing and unifying minor differences in model data
And improving ease of handling on the application side
The "VRM Consortium" was established to advocate for the platform-independent 3D avatar file format "VRM",
to disseminate VRM, and to establish unified standards.
Press Release(Jp)
Press Release(En)
VRM is a platform-independent file format designed for use with 3D characters and avatars in the modern VR landscape.
In addition to conventional information such as textures and bones for 3D models, the file format can also handle information necessary for first-person avatars such as gaze settings, etc. By unifying the different scales and coordinate systems depending on the environment, we believe that 3D avatars will be more useable on all platforms, such as distribution and games.
Taking into account the characteristics of avatars and how people use them to bring out their personalities, we believe it is possible to embed rights specific to avatars in the file, such as usage permissions for the avatar for violent content.
In the future, we aim to combine the function of protecting the rights of 3D models with the creation of a new standard format for the distribution of 3D models, such as sales and modifications.
VRM Technical Specifications<
VRM is a file format for handling human-like 3D avatar (3D model) data for VR applications.
VRM is based on glTF2.0 and can be freely used by anyone.
In addition, there is an open source standard implementation in C# (UniVRM) for reading and writing VRM files for Unity.
VRM Documentationhttps://vrm.dev/
Platform-independent handling of humanoid character 3D model data
Based on the 3D standard format glTF2.0, with additional constraints and extensions for handling humanoid models which make it easy to implement.
All data, including textures and materials, can be handled in a single file.
There are standard configurations for elements such as scale (1.00 = 1m), coordinate system and orientation (Y-up, -Z), bone structure (Unity Humanoid compliant configuration, T-stance, no local rotation for each bone), etc., which are all unaffected by differences in modeling tools.
Various techniques for handling "character expressions" such as Blend Shape and material transparency are absorbed by the VRM side, and can be operated with a unified API.
Support for "information for reproducing the first-person perspective" for avatars in VR
A standard, customizable implementation for "shaking objects" independent of the physics engine, such as character hair.
Materials (shaders) available as standard implementations. In addition to the standard PBR, toon shading and Unlit rendering can also be configured.
Meta-information such as title and author name, as well as avatar-specific license information, can be included.
Modification and redistribution rules (Creative Commons, etc.) can be set for the model data itself.
Permission to use model data to "play a character" can be specified.
Realizing a truly free virtual world with VRM
Your favorite 3D avatars will transcend the boundaries of platforms and services.
Complete freedom of movement between different virtual worlds.
You can use your own 3D avatar right away in any location without any complicated settings.
Visit the most beloved anime and video game characters and worlds.
Interact with the "real thing" in virtual and augmented reality.
There are infinite possibilities for XR technology
To make everyone happy
Let's start things off right with VRM.
That's the future VRM is aiming for.
Examine unified standards and technical specifications(Technical Committee)
Study technical specifications for standardization of 3D avatars and 3D models in the field of 3D/AR/VR/MR
Study technical methods to achieve rights protection for 3D models using VRM.
Examine intellectual property rights and copyright, etc.(IP/Copyright Committee)
Examine intellectual property rights and copyright management of works and IP in 3D models
Examine the definition and legal basis for new rights that need to be protected, such as personality in avatars.
Promote standardization domestically and internationally(VRM Standardization Promotion Committee)
Document the technical specifications and the results of discussions by each committee, and disseminate the information widely on the website and at conferences.
Strengthen connections with OS providers, related technologies, and various industry groups to create a new market environment using VRM.
As a Japan-based international standard, establish connections with major overseas players and promote VRM support on major overseas services.
Name:VRM Consortium, Inc.
Established: April 24, 2019
Location: 4-12-15 Ginza, Chuo-ku, Tokyo
⑴ Formulation of VRM, a unified standard for 3D avatar models
⑵Collection and provision of information related to VRM
⑶Promotion and advertising of VRM
⑷Proposal and development of legal protection for 3D models created by VRM
⑸Exchange and cooperation with domestic and foreign related organizations regarding VRM
⑹Activities necessary to achieve the objectives of the corporation in addition to those listed in the preceding items.
Representative Director Yohei Ishii (Virtual Cast Inc.)
director Shinnosuke Iwaki (Virtual Cast Inc.)
director Hiroki Omae (Unity Technologies Japan Inc.)
director Norio Shimizu (pixiv Inc.)
director Shun Kubota (Mogura Inc.)
director Yukihiro Matsumoto (MOE Group Holdings Ltd.)
supervisor Naomasa Nakagawa (Lawyer HIBIYA PARK LAW OFFICES)
We are currently looking for members who can support this project.
Membership Application and Inquiries
VRM Consortium Secretariat
vrmc-pr@vrm-consortium.org
membership system
Voting rights. Can participate in VRM policy making, including review by committees and adoption of official specifications from OSS.
Participation in consortium-sponsored events, member price privileges, etc.
No voting rights. Information on the development of specifications and guidelines will be shared on a priority basis.
Each has an annual membership fee.
For more information, please contact the VRM Consortium Secretariat. Articles of Incorporation
NTT DOCOMO, INC.
DWANGO Co., Ltd.
PERSOL HOLDINGS CO., LTD.
pixiv Inc.
VirtualCast, Inc.
Unity Technologies Japan Co.,Ltd.
REALITY, Inc.
Real Avatar, Inc.
Project Studio Q, Inc.
Brushup Inc.
S-court CO., LTD.
Cluster, Inc.
Avex Technologies Inc.
MOE Group Holdings Ltd.
Global Communication Planning Co., Ltd.
BENELIC CO.,LTD.
K's DESIGN LAB, Inc.
Japan Net Creators Association
VRUITZ Co., Ltd
Nintendo Co., Ltd.
NHK Science & Technology Research Laboratories
Membership Application and Inquiries:VRM Consortium Secretariat