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__importVRM0xInternal method for importing VRM 0.x data into existing render passes. This method handles the complete VRM processing pipeline including material setup, outline rendering, spring bone physics, and humanoid configuration.
The loaded GLTF model data with VRM extensions
Array of render passes to add the VRM entities to
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_createCreates Rhodonite sampler objects from GLTF sampler data. This method processes texture sampling configuration and creates additional dummy samplers for textures that don't specify sampling parameters.
The GLTF model containing sampler definitions
An array of created sampler objects
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_createCreates Rhodonite texture objects from GLTF texture data. This method processes all textures in the GLTF model and creates additional dummy textures (white and black) commonly used in VRM materials.
The GLTF model containing texture definitions
A promise that resolves to an array of created textures
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_existChecks if any materials in the VRM have outline rendering enabled. This method examines material properties to determine if a separate outline render pass is needed for toon-style rendering effects.
The VRM extension data containing material properties
True if outline materials are present, false otherwise
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_getProcesses and validates GLTF load options for VRM import. This method handles file extension conversion (.vrm to .glb), sets up default material helpers, and configures VRM-specific import flags.
Optional
options: GltfLoadOptionThe input load options to process
Processed and validated load options with VRM-specific defaults
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_initializeInitializes VRM material properties with default values for missing parameters. This method ensures all VRM materials have complete property sets, particularly for MToon shader materials commonly used in VRM models.
The GLTF model to process materials for
The total number of textures for dummy texture indexing
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_readProcesses VRM blend shape groups and converts them to Rhodonite VRM expressions. This method extracts facial expressions, eye blinks, and other morph target animations from the VRM blend shape master and creates the corresponding VRM component.
The VRM model data containing blend shape information
The root entity to attach the VRM component to
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_readProcesses VRM spring bone physics configuration and creates the physics simulation setup. This method handles collider groups, spring bone chains, and physics parameters to enable realistic secondary motion for hair, clothing, and accessories.
The VRM model data containing spring bone and collider definitions
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_readVRMHumanoidExtracts and processes VRM humanoid bone mapping information. This method creates a mapping between VRM standard bone names and the actual scene graph nodes, which is essential for animation retargeting and IK.
The VRM model data containing humanoid bone definitions
Optional
rootEntity: ISceneGraphEntityOptional root entity to attach the bone mapping metadata to
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importImports a VRM file from the specified URL and converts it to Rhodonite scene graph entities. This method handles the complete VRM import pipeline including textures, materials, spring bone physics, humanoid mapping, and expression setup.
The URL of the VRM file to import
Optional
options: GltfLoadOptionOptional loading configuration including material helpers and render states
A promise that resolves to an array of scene graph entities (main + optional outline)
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importImports only the JSON data from a VRM file without creating scene graph entities. This is useful for extracting VRM metadata, humanoid bone mappings, and other configuration data without the overhead of full scene construction.
The URI of the VRM file to import
Optional
options: GltfLoadOptionOptional loading configuration
A promise that resolves to the VRM JSON data structure
The VRM 0.x format importer class. This class provides functionality to import and process VRM 0.x files, including humanoid bone mapping, spring bone physics, and expression blending. It extends the GLTF2 importer with VRM-specific features.