VRM Character Management
The VRM Character Management system provides comprehensive control over 3D virtual characters in Desktop Homunculus. VRM (Virtual Reality Model) is a 3D avatar file format that enables rich character interactions, animations, and immersive experiences.
Overview
VRM characters are the core interactive elements of Desktop Homunculus. They can be spawned, controlled, animated, and serve as the foundation for AI-powered conversations and interactions. The VRM system supports:
- Character Spawning: Load VRM models from mod assets
- Animation Control: Play VRMA animations and manage character states
- Real-Time Events: Respond to mouse interactions, drag events, and state changes
- AI Integration: Text-to-speech capabilities with VoiceVox
- Look-At System: Configure characters to look at cursor or specific targets
- Bone Manipulation: Access individual bones for precise control
- Multi-Character Support: Manage multiple VRM instances simultaneously
Core Concepts
Character States
VRM characters have the following built-in states:
idle
- Default resting state (automatically assigned on spawn)sitting
- Character is in a sitting positiondrag
- Character is being dragged by the user (automatically set during drag operations)- Custom states - You can define any string as a custom state for mod-specific behaviors
Event System
Characters emit events for various interactions:
- Pointer Events: Click, press, release, hover
- Drag Events: Drag start, drag, drag end
- State Events: State change notifications
Bones
VRM characters have a standardized bone structure:
- Core Bones: hips, spine, chest, neck, head
- Arms: leftShoulder, leftArm, leftForeArm, leftHand (and right variants)
- Legs: leftUpLeg, leftLeg, leftFoot (and right variants)
Related Documentation
- VRMA Animation System - Animation control and playback
- GPT Integration - AI-powered conversations
- Entity Management - Transform and positioning control
- Preferences - Character state persistence
- Effects System - Visual and audio effects