The Khronos Group and VRM Consortium to collaborate on the VRM 3D Avatar File Format

The VRM Consortium, Inc., the creator and advocate of the VRM 3D avatar file format, which is based on the glTF™ 2.0 open standard, has announced a collaboration with The Khronos Group, the developer of glTF, to advance the international standardization of VRM. Both parties will work together to develop the VRM and glTF formats as global open standards supporting interoperable 3D avatars.

VRM, proposed by Shinnosuke Iwaki, the Technical Committee Chair of VRM Consortium, is a platform-independent 3D avatar standard designed for interoperability in the metaverse era. First released in Japan in 2018, VRM has supported diverse applications and services, including the metaverse communication service “VirtualCast,” 3D character creation software “VRoid Studio,” and the metaverse platform “cluster.” It has already become the de facto industry standard for avatar integration across platforms within Japan.

About VRM

VRM is a platform-independent 3D avatar file format originating from Japan, designed to enable interoperability in the metaverse era. In addition to traditional 3D model data such as textures and bones, VRM can handle information necessary for first-person avatar control, such as gaze settings. It aims to standardize varying scales and coordinate systems across different environments, allowing 3D avatars to be used seamlessly on any platform. Taking into account the nature of avatars and how people use them to bring out their personalities, avatar-specific licenses can be embedded into the VRM file, such as whether others can use the avatar or whether it can be used in violent representations. Currently, version 1.0 of VRM is available.

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Not everybody appears to be happy with this initiative (from this mastodon post)…

@thekhronosgroup GLTF is sadly not suited for VR & V-Tubing avatars.

The tool which consumes the avatar (most commonly Unity) is responsible to optimize it for runtime use. The avatar file-format must be optimized for editing.

As an VR avatar creator, VRM is the single worst thing I have to deal with. It is the point at which the majority of my users gets stuck.

Please consider different approaches. VRM doesn’t support even a tiny fraction of the functionality of an average VR avatar.

Feels like a lot of the Khronos groups open formats, and really similar to how discussions around Matter (smarthome) started when it was first released.

Most of these open standards start with the most basic version imaginable, and then slowly introduce new necessary features. Eye tracking, hand tracking, all of those are / were clumsy in initial OpenXR versions, and are now slowly maturing.

Its valid, most Khronos tools are pretty bad when they are first released, but the do improve over time, so im curious to see if this becomes a valid standard in the future.

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