Conversion options
A conversion covers the object you pick and its children. What it writes can be narrowed, either by kind or one item at a time.
Basic
Under Targets, each row is a kind of thing a conversion produces, with a count beside it:
| Option | What it writes |
|---|---|
| Physics | Jiggle physics rigs, from PhysBones, VRM spring bones and Dynamic Bone |
| Constraints | Basis constraints, from VRChat and VRM constraints |
| Avatar descriptor | The BasisAvatar component: view position, visemes, blink. Head chops go with it |
| Menu toggles | HVR Vixxy controls and their menu items, from menu toggles and VRM expressions |
| Authored motion | BasisAuthoredMotion, with a clip baked from each always-on animator layer |
| Armature links | Clothing bones moved under the avatar's, from VRCFury Armature Links. No component; the hierarchy changes |
A row is greyed out when the avatar has nothing of that kind.
Authored motion is the one row that writes an asset into the project, the baked clip, which stays there if you undo the conversion. See Authored motion.
Advanced
Advanced adds:
- Colliders, under Physics. Rigs are still written without them, and their bones pass through the body instead of resting on it.
- A checkbox per prefab, so an accessory parented onto an avatar can be left out. Prefabs that hold nothing convertible are summarised rather than listed.
- A checkbox per rig, constraint, toggle and motion, each with what it affects.
- The tuning weights described in Physics.
What narrowing does not change
The scan always reads the whole avatar, so the counts and the detected source kind do not move with what is ticked. What changes is what gets written, and what is reported: diagnostics follow the selection, and whatever you left out is named as left out in the report.
Choices about kinds are remembered between sessions. Choices about individual items reset when the avatar is rescanned.