Static__Imports a VRM model from a glTF structure and sets up all VRM-specific components. This method processes materials, spring bones, expressions, constraints, and humanoid data.
The engine instance
The parsed glTF model containing VRM extensions
Array of render passes to add the imported model to
Promise that resolves when the import process is complete
Static_Static_Static_Processes and validates import options for VRM files. Converts .vrm file extensions to .glb and sets up default material helper arguments.
Optionaloptions: GltfLoadOptionOptional import configuration
Processed and validated import options
Static_Reads and processes VRM constraint data from the model. Supports roll, aim, and rotation constraints as defined in the VRMC_node_constraint extension.
The VRM model containing constraint data
Static_Reads and processes VRM facial expressions (blend shapes) from the model. Creates VrmExpression objects and attaches them to the root entity's VrmComponent.
The VRM model containing expression data
The root entity to attach the VRM component to
Static_Reads and processes VRM spring bone physics data from the model. Sets up collider groups, spring bones, and physics components for dynamic hair and cloth simulation.
The engine instance
The VRM model containing spring bone data
Static_Reads and processes VRM humanoid bone mapping information. Creates a mapping between bone names and node indices for humanoid structure.
The VRM model containing humanoid data
OptionalrootEntity: ISceneGraphEntityOptional root entity to tag with humanoid information
StaticimportImports only the JSON data structure of a VRM file without processing the full model. This is useful for extracting metadata and structure information without full rendering setup.
The URI or path to the VRM file
Optionaloptions: GltfLoadOptionOptional import configuration
Promise resolving to the VRM JSON structure
A utility class for importing and processing VRM (Virtual Reality Model) files. This class handles the conversion of VRM data into Rhodonite's internal representation, including materials, spring bones, expressions, constraints, and humanoid structures.