Bring an avatar you already own into Basis, with its physics, constraints, menus and motion intact.
Import the avatar into a Basis project, pick it in the scene, and convert:
- VRChat PhysBones, VRM spring bones and legacy Dynamic Bone become Basis jiggle physics
- VRChat and VRM constraints become their Basis equivalents
- The avatar descriptor and head chop become
BasisAvatarandBasisHeadChopcomponents - Menu toggles, selectors, radial puppets and VRM expressions become HVR Vixxy controls
- Animation that plays on its own becomes authored motion, baked to a clip
An avatar carrying none of those still gets its humanoid rig checked against what Basis's IK needs.
Clothing and accessories convert with the avatar they are worn on.
Anything approximated or dropped is reported before anything is written. One undo reverts the components a conversion wrote.
Documentation: https://yuna0x0.github.io/watari-basis/
The package needs a Basis project.
Add the VPM listing https://vpm.yuna0x0.com/index.json in
ALCOM, or from a terminal with
vrc-get or VRChat's VPM CLI:
vrc-get repo add https://vpm.yuna0x0.com/index.json
vrc-get install com.yuna0x0.basis.convertWith OpenUPM:
openupm add com.yuna0x0.basis.convertOr by git URL, in Unity's Package Manager under Install package from git URL:
https://github.com/yuna0x0/watari-basis.git?path=/Packages/com.yuna0x0.basis.convert
Every release also has a .unitypackage attached. The
documentation covers all four in
full.
Issues and pull requests are welcome. CONTRIBUTING.md covers the development
setup, and agent/ holds the design notes and past decisions.
MIT, see LICENSE.
Basis, BasisVR and Basis Framework are trademarks of the Basis Project. This is an independent tool, not affiliated with or endorsed by them.