Set up bones inside objects, and deform objects by moving bones.
Modeling data with setting bones can be exported and imported to other software by the file format that supports bone.
File format | Import | Export |
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FBX / PMD / glTF / VRM | OK | OK |
DAE | OK | - |
[Bone] has two modes, [Rigging] and [Skinning].
At first, only operations in [Rigging] mode are available.
Select [Rigging] first, create bones, and set the position and the direction.
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Click and create a node | Create a bone by dragging from a node |
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Fin |
Min | Max | |
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X | 0 | 90 |
Y | 0 | 0 |
Z | 0 | 0 |
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Before rotation | After rotation |
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Centering - ON |
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Centering - OFF |
You can use a template instead of creating bones from scratch.
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Multi Color | Color map |
Bind a skin object to the bone by [Skin setting] button after setting up bones.
Select objects in the list and push [OK]. Weight values are added to the objects, and the object will be moved together with bones.
If you deselected objects and push [OK], weight added to the object is released.
After unbinding a skin and bind it again, the previous weight will be reproduced as possible. If the reproduced weight is not desired, please push [Reset weight] button in [Paint].
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Liner | Dual quaternion |
In [Rigging] mode, you can add and adjust bones after binding skins.
After binding skins, newly added bone can be set weight automatically when you press [Skinning] button. If you don't select the automatic setting, you need set weight by [Paint] or [Anchor].
Created bones are displayed in a list.
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Click and select a bone | Divide by one node |
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Shift+Click and select any bones |
Combine to one |
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Name the bones according to the naming rule. |
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Frozen bones are automatically named according to the rule. |
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Select bone4 and Move |
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List items are sorted. |
Settings of a bone selected in [Bone list] can be changed in [Property] dialog.
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Set IK to a child node |
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The node is moved, a parent node is moved together |
The following items can be set only in the [For PMD] mode.
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Set bone1 as the link source of bone3 and bone5. |
Multiple bones link and move by moving bone1 or bone2 |
*Notes for the PMD file export
In PMD format, single parent bone cannot have more than one child bone. (Dummy bones are excluded.) If there are multiple children bones at the same level, the weight is held only the bone located at the top on the bone list. Other children bones are treated as a dummy.
The following items can be set only in the [For PMD] mode.
After binding a skin, you can pose the object by deforming bones in [Skinning > Bone] mode. And you can save and load the pose.
*In [Skinning > Bone] mode, [Add], [Delete] and [X=0] are not available.
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Select a bone | Move the endpoint |
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Select a bone | Rotate by dragging a handle |
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Select a bone | Scale by dragging |
In [Paint], you can manually adjust a weight; the influence of a bone to a skin object.
Weight values of bones are displayed by color on a skin object. Method of the display can be changed in [Skin setting].
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Multi Color | Color map |
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Original | Drag by [Mix] brush |
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Click a vertex | and assign weights around vertex. |
If the weight assigned by auto setting is not suitable, you can set the weight to skins again by [Anchor].
In [Closed region], objects are set as anchor to each bone. You adjust shape and position, size of them, and click [Apply weight] button. The inside of anchor object is set as region of weight.
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Click and select a vertex | Drag and move |
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Click a bone with pressing Ctrl key |
Drag and move an anchor object |
In [Ellipsoid], a range which a bone is affected is displayed as an ellipsoid. If you click [Apply weight] after you adjusted position and size of ellipsoids, the inside of this ellipsoid is set the range of weight of the bone.
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Select the bone | Drag to move |
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Select the bone | Drag handle to rotate |
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Select the bone | Drag to scale |
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Left bone is stronger | Right bone is stronger |
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Select the bone | Drag to extend the width |
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Without interpolation | With interpolation |
In [Copy], you can copy or import/export your setting of weight.
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Setting weight to only right | Copying weight with [Positive to negative] of [X] axis |
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Set weight to left object | Transcribe it to right object |
Configure each setting for VRM 1.0/0.x.
If you specify [VRM 1.0] or [VRM 0.x] for [Bone Setting Mode] in [Display config.], the [VRM] tab for VRM 1.0 or the [VRM 0.x] tab for VRM 0.x will be displayed next to the [Bone] tab in [Rigging] mode
Select the [VRM] or [VRM 0.x] tab, switch the editing target to [Spring bone], [Look at], [Visibility] and [Meta] using the button on the top left of the tab, and configure various settings.
When the model moves, set the bones that will swing a lot, such as clothes or hair, as [Spring bones].
The way spring bones are set up differs greatly between VRM 1.0/0.x.
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4 spring bones are connected to each of 6 groups. |
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There are 6 spring bones in the same group. |
The operation to create spring bones is the same with VRM 1.0/0.x.
If you want to change the target bone of the spring bone after creation, use the buttons at the bottom of the spring bone list. Operations differ depending on VRM 0.x/1.0.
After creating the spring bone, set the parameters to the spring bone with [Edit] selected. Changes to each parameter are not reflected in the 3D view, but you can check the results on the VRM player.
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In [Collider] mode, you can set colliders for each group of spring bones.
For example, if your head, arms, legs, etc. are near clothes or hair, by placing the collision object in a place where there is a possibility of contact, the clothes or hair will not sink into your body no matter how much the spring bone moves. This can be prevented.
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The collision object is set on the inner thigh of the skirt. |
Create a collider using the following operations.
Other operations are as follows.
The following parameters can be set for the created collider.
Specifies the bone to use as the center space. With a bone selected in the bone list, press [Center the n selected bone]. If no bones are selected, the center setting will be canceled.
The change of the center bone will not be reflected in the 3D view, but you can check the result on the VRM player.
How much the spring bone swings depends on its relative distance to the center bone. If the entire bone moves and the relative distance remains the same, the spring bone will not sway.
If the center bone is not specified, the amount of movement of the bone in world coordinates is used as the reference.
In VRM 1.0, the center bone must be either the top of the spring bone, or one of its parent bones (up to the root).
Please refer the VRM specification for details.
These are setting items for gaze animation. Here, set the viewpoint and the range of movement of the eyes.
Even if you change each item, it will not be reflected in the display on the 3D view, but you can check the results on the VRM player.
Set the gaze point and eye movement range. Please refer the VRM specification (VRMC_vrm.lookAt) for details.
Specify which objects are visible or invisible when a first-person camera (VR perspective camera) or third-person camera is used.
Click the [Add] button to set display conditions for the object selected in the object panel.
Objects that do not have visibility settings are treated as [Auto]. Please refer the VRM specification (VRMC_vrm.firstPerson) for details.
Configure settings regarding copyright, thumbnails, purpose of use of data, permission to redistribute, etc.
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Copyright etc. for VRM 1.0 | Permissions for VRM 1.0 |
Since the setting items differ between VRM 1.0/0.x, you will need to configure the settings again when changing the VRM version.
A thumbnail can be set by referencing an existing file or by capturing a screen. When referencing an existing file, please specify a PNG or JPEG image with a resolution of 1024x1024.
Please refer the VRM specification (VRMC_vrm.meta) for details of those settings.
Convert the following items from VRM 0.x to 1.0.
The model must already be facing the +Z direction (toward the front) at the time of conversion. - If facing in the Z direction (backward), you need to reread the VRM 0.x file and reverse the forward direction at that time.
Meta information that is completely common between 0.x and 1.0 will be retained as is, but everything else will need to be set again.
If there is an inappropriate setting for VRM, the error location will be detected. Currently, the following elements are checked;
You can configure each spring bone setting while moving the VRM model. To use the VRM player, all required humanoid bones must be set.
VRM player cannot be used in offline environment without internet connection.