Skip to content

VRMA Interchange Animations ​

.vrma files support animation authoring, asset interchange, and offline inspection. In the current Avatar product runtime, live activity and idle motions are driven by the generated-motion runtime; the engine does not scan a model's motions directory to automatically replace idle motions.

Authoring and Interchange ​

Prepare an animation clip tailored to the target VRM humanoid skeleton and export it in a VRM Animation format supported by the current loader. Verify bone mappings, facial expressions, loop boundaries, and retargeting results. Follow the exporter's documentation for tool-specific settings.

The repository's VRMA preset registry provides an independent interchange pipeline. It loads the preset table and can receive an explicit perModelOverrides list from the caller. A matching preset ID overrides the existing preset entry; an unrecognized ID does not register a new product route.

Model-Specific Interchange Clip ​

  1. Author and export an animation clip matching the target skeleton.
  2. In a tool that integrates the interchange registry, explicitly supply the asset reference for a known preset ID.
  3. Call the registry's loadAll method with the target VRM and perModelOverrides, then inspect the loading and retargeting results.
  4. Verify the motion loop and target posture through that tool's actual playback pipeline.

Simply placing an idle_subtle.vrma file into a model directory will not change product idle behavior. Product route support is determined by the generated-motion catalog, model capability profiles, and safety constraints—not the mere presence of animation files.

Current Product Motion ​

To test or verify product routes such as nod_yes, greet_wave, or idle_subtle, follow the current Generated Motion and Sidecar pipeline and verify the results in the real Avatar window.

Source Basis ​

Documentation for Nimi — the installable, open-source, local-first personal AI product.