VRM & Model Support
We don't play favorites. VRM, Meshy, TripoAI, Character Creator, Ready Player Me, generic GLB — they all just work.
Supported Formats
| Format | Extension | Import | Platform |
|---|---|---|---|
| GLB / glTF | .glb, .gltf | Models & animations | Universal — Meshy, TripoAI, RPM, CC3 |
| VRM | .vrm | Models & animations | VRoid Studio, Ready Player Me |
| FBX | .fbx | Models & animations | Mixamo, Meshy, TripoAI |
| BVH | .bvh | Animation only | Motion capture (CMU MoCap) |
BlackBox automatically detects what platform created your model by analyzing bone naming conventions, armature structure, and metadata. You don't need to tell it anything — just load the file.
VRM Models VRM
VRM is the avatar standard of the future. Created by VRoid Studio or exported from Ready Player Me, VRM files come loaded with extras:
- Spring bones — Hair, clothing, and accessories with physics simulation (learn more)
- Facial expressions — Pre-defined morph targets for emotions (learn more)
- Standard bone naming — Consistent IDs that make retargeting reliable
- First-person settings — Head mesh visibility for VR applications
VRoid Studio splits morph targets across multiple SkinnedMeshes (face, body, hair, etc.). BlackBox detects this and applies expressions to ALL sub-meshes automatically. No manual configuration needed.
Ready Player Me RPM
Ready Player Me avatars are GLB files with a specific bone hierarchy. BlackBox detects RPM models by their signature:
- 13 finger bones per hand (thumb, index, middle, ring, pinky with 2-3 segments each)
- Eye bones (LeftEye, RightEye) for gaze tracking
- Spine naming uses
Spine1/Spine2(notSpine01)
RPM avatars work seamlessly with animation retargeting — Mixamo animations map perfectly onto the RPM bone structure.
Meshy3D Meshy
Meshy generates AI-powered 3D characters from text prompts or images. Export as GLB or FBX — both work. These models have a distinctive trait: the armature is scaled at 0.01 compared to most other platforms.
BlackBox handles this automatically:
- Camera distance adjusts for the small scale
- IK solver normalizes scale internally
- Both T-pose and A-pose models are supported
- Export for Blender applies 100x scale normalization to fix bone visibility
Some Meshy models export in A-pose (arms angled ~45° from the body) instead of T-pose (arms straight out). BlackBox's retarget engine detects this automatically and adjusts the rotation transfer. If arms look wrong after retargeting, try the "Force T-Pose" button.
TripoAI TripoAI
TripoAI is an AI 3D generation platform that creates rigged characters from text or images. Export as GLB or FBX and load directly. TripoAI models use their own bone naming conventions, which BlackBox maps to the standard bone IDs during retargeting. Load, retarget, animate — same workflow as everything else.
Character Creator 3 CC3
Reallusion's Character Creator produces highly detailed characters with professional rigging. BlackBox recognizes CC3 bone naming and maps it for retargeting. Export your CC3 character as GLB or FBX and import directly.
Generic GLB GLB
Got a model from somewhere else entirely? If it's a rigged GLB with a standard humanoid skeleton, there's a good chance it'll work. BlackBox uses fuzzy bone matching as a fallback when no platform is detected:
- Looks for common bone name patterns (hips, spine, arm, leg, hand, head)
- Handles variations in naming (UpperArm vs upperArm vs upper_arm)
- Maps what it can find, skips what it can't
While the retargeting engine is optimized for humanoid characters, the FK animation tools work on any rigged model. Loaded a dragon? A robot? A quadruped? You can still select bones, rotate joints, and create keyframes. IK chains work on any skeleton structure.
How Platform Detection Works
When you load a model, BoneMapper analyzes the skeleton structure:
- Bone naming analysis — Each platform has distinctive naming patterns (Mixamo uses
mixamorig:prefix, VRM uses standard IDs, Meshy has its own conventions) - Hierarchy fingerprinting — The number and arrangement of bones, especially finger counts and spine segments
- Scale detection — Meshy3D's 0.01 scale is a dead giveaway
- Platform assignment — The detected platform determines which bone mapping table to use for retargeting
This all happens in under 50 milliseconds. By the time your model renders, BlackBox already knows exactly what it's working with.
What's Next
Retargeting
Now that your model is loaded, bring it to life with animations from Mixamo or mocap.
Learn retargeting →Spring Bones
VRM models have built-in dynamics for hair and clothing. See how to preview and control them.
Spring bones →Facial Animation
Morph targets and VRM expressions. Make your character emote.
Facial animation →