Skip to main content

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:

OptionWhat it writes
PhysicsJiggle physics rigs, from PhysBones, VRM spring bones and Dynamic Bone
ConstraintsBasis constraints, from VRChat and VRM constraints
Avatar descriptorThe BasisAvatar component: view position, visemes, blink. Head chops go with it
Menu togglesHVR Vixxy controls and their menu items, from menu toggles and VRM expressions
Authored motionBasisAuthoredMotion, with a clip baked from each always-on animator layer
Armature linksClothing 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.