Watari
Watari brings an avatar you already own into Basis, with its physics, constraints, menus and motion intact.
You import the avatar into a Basis project, pick it in the scene, and convert:
- VRChat PhysBones, VRM spring bones and legacy Dynamic Bone become Basis jiggle physics
- VRChat and VRM constraints become their Basis equivalents
- The avatar descriptor and head chop become
BasisAvatarandBasisHeadChopcomponents - Menu toggles, selectors, radial puppets and VRM expressions become HVR Vixxy controls
- Animation that plays on its own becomes authored motion, baked to a clip
An avatar carrying none of those still gets its humanoid rig checked against what Basis's IK needs.
Clothing and accessories convert along with the avatar they are worn on.
Conversion is not lossless. Roughly a third of what a VRChat avatar carries has no Basis equivalent, and every source loses something, so anything approximated or dropped is listed with a reason before anything is written.
What you need
- A Basis project, opened in the Unity version Basis targets.
- Your avatar imported into it, still linked to its prefab.
The VRChat SDK is not needed and should not be installed. Its components arrive as missing scripts in a Basis project, which is what this reads.
What to read next
- Installing
- Converting an avatar
- What converts, source by source
- Limitations, before you rely on the result