Lip sync shapes
These are the 14 VRChat visemes (vrc.v_*). Move a slider to preview it, or hit Test to cycle through them like VRChat lip sync does. v_sil is just neutral โ no shape needed.
Expressions
These bake into your GLB export like body morphs โ zero them first if you want a neutral export.
VRChat ready checklist
Unity import โ step by step
- Install VRChat Creator Companion (free) and create an Avatars project (Unity 2022.3).
- Download the FBX above (base rig, 14 VRChat visemes + Gender morphs live, classic hairstyles + default brow, textures embedded) and drag it into your Unity project's Assets. No Blender round-trip needed.
- For your fully customized shape, use the GLB export instead โ your sliders are baked into the geometry and the visemes stay live.
- Select the FBX โ Rig โ Animation Type: Humanoid โ Configure. The bone names match Unity's humanoid map, so it should auto-map. Fix any bone in red, then Done.
- Drag the model into a scene. Add Component โ VRC Avatar Descriptor. Set View Position between the eyes.
- Lip sync: in the Descriptor, Lip Sync Mode โ Viseme Blend Shape, then Auto Detect. The export carries all 14 visemes named
vrc.v_*, so they map automatically.
- Eye look: assign the LeftEye and RightEye bones.
- SDK โ Build & Publish. Upload as Private first, test in VRChat, then go public.
Quest note
This is a full-detail PC avatar (~200k triangles, 27 MB). It works great on PC VRChat. For Quest, decimate it first (Blender Decimate modifier or Unity Mesh Simplifier) and switch the materials to VRChat Mobile shaders โ the raw scan density is too heavy for standalone headsets as-is.
Credits
Base character: Vitruvian, released CC0 by its authors via the CharMorph project. This app is LevelRift Labs' own customizer built on that open base โ no Ready Player Me geometry or textures are used, and it isn't affiliated with CharMorph or VRChat.