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For transforms of humanoid bones, scale components MUST have positive values (zero is not permitted).
List of humanoid bones
Humanoid bones must be unique in VRM.
- in the table indicates that the parent bone always exists, so the condition doesn't need to be considered.
Torso
Bone Name
Required
Parent Bone
Estimated Position
Needs Parent Bone
Note
hips
Required
Crotch
-
Usually only this bone moves. Other bones rotate only
spine
Required
hips
Top of pelvis
-
chest
spine
Bottom of rib cage
-
0.X is required
upperChest
chest
Yes
upperChest can exist only when chest exists
neck
upperChest
Base of neck
No
0.X is required
The bone equivalent to pelvis towards Y- direction from hips is deprecated (inverted pelvis).
Head
Bone Name
Required
Parent Bone
Estimated Position
Needs Parent Bone
Note
head
Required
neck
Top of neck
No
leftEye
head
-
The model's eye movement controlled by bones
rightEye
head
-
The model's eye movement controlled by bones
jaw
head
-
Leg
Bone Name
Required
Parent Bone
Estimated Position
Needs Parent Bone
Note
leftUpperLeg
Required
hips
groin
-
leftLowerLeg
Required
leftUpperLeg
knee
-
leftFoot
Required
leftLowerLeg
ankle
-
leftToes
leftFoot
-
rightUpperLeg
Required
hips
groin
-
rightLowerLeg
Required
rightUpperLeg
knee
-
rightFoot
Required
rightLowerLeg
ankle
-
rightToes
rightFoot
-
Arm
Bone Name
Required
Parent Bone
Estimated Position
Needs Parent Bone
Note
leftShoulder
upperChest
No
leftUpperArm
Required
leftShoulder
Base of upper arm
No
leftLowerArm
Required
leftUpperArm
elbow
-
leftHand
Required
leftLowerArm
wrist
-
rightShoulder
upperChest
No
rightUpperArm
Required
rightShoulder
Base of upper arm
No
rightLowerArm
Required
rightUpperArm
elbow
-
rightHand
Required
rightLowerArm
wrist
-
Finger
Bone Name
Required
Parent Bone
Estimated Position
Needs Parent Bone
Note
leftThumbMetacarpal
leftHand
-
leftThumbProximal
leftThumbMetacarpal
Yes
leftThumbDistal
leftThumbProximal
Yes
leftIndexProximal
leftHand
-
leftIndexIntermediate
leftIndexProximal
Yes
leftIndexDistal
leftIndexIntermediate
Yes
leftMiddleProximal
leftHand
-
leftMiddleIntermediate
leftMiddleProximal
Yes
leftMiddleDistal
leftMiddleIntermediate
Yes
leftRingProximal
leftHand
-
leftRingIntermediate
leftRingProximal
Yes
leftRingDistal
leftRingIntermediate
Yes
leftLittleProximal
leftHand
-
leftLittleIntermediate
leftLittleProximal
Yes
leftLittleDistal
leftLittleIntermediate
Yes
rightThumbMetacarpal
rightHand
-
rightThumbProximal
rightThumbMetacarpal
Yes
rightThumbDistal
rightThumbProximal
Yes
rightIndexProximal
rightHand
-
rightIndexIntermediate
rightIndexProximal
Yes
rightIndexDistal
rightIndexIntermediate
Yes
rightMiddleProximal
rightHand
-
rightMiddleIntermediate
rightMiddleProximal
Yes
rightMiddleDistal
rightMiddleIntermediate
Yes
rightRingProximal
rightHand
-
rightRingIntermediate
rightRingProximal
Yes
rightRingDistal
rightRingIntermediate
Yes
rightLittleProximal
rightHand
-
rightLittleIntermediate
rightLittleProximal
Yes
rightLittleDistal
rightLittleIntermediate
Yes
Humanoid bone parent-child relationship
The parent bone of the humanoid bone is fixed. If no non-essential parent bone exists, look for the parent bone of the parent bone.
It is permissible to have non-humanoid bone nodes between humanoid bones (for example, there are non-humanoid bone nodes between Upper Leg and Lower Leg).
With hips as root, the parent and child are as follows.