> For the complete documentation index, see [llms.txt](https://themattempire.gitbook.io/documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://themattempire.gitbook.io/documentation/asset-creation/vrm-avatars/vrm-for-blender.md).

# VRM for Blender

It is possible to create VRMs using different methods. UniVRM and 'VRM for Blender' are two commonly used tools to create the VRM itself.

'VRM for Blender' is an add-on for Blender that allows you to create a VRM without needing to install Unity, whereas UniVRM requires using Unity.

One disadvantage to this however is that if you are planning on using Spring Bones, you will not be able to see the results of this without uploading it to a VRM platform. Materials are also a more difficult using VRM for Blender.

UniVRM can easily test the Spring Bones as well as add materials easily within Unity.

**Rigging using the 'VRM for Blender' Skeleton**

'VRM for Blender' offers a skeleton/Rig with the correct bone names to use for your avatar rather than making your own from scratch. You would then need to manually rig, or paint the weights, of the mesh vertices to the skeleton bones yourself or use a tool like Mixamo or Accurig.

[Mixamo](https://www.mixamo.com/) or [Accurig](https://actorcore.reallusion.com/auto-rig) allows you to save a lot of time on rigging your character, at least as a starting point. That said, you will need to make sure that 'VRM for Blender' addon understands the bone names that Mixamo or Accurig uses before exporting.

This can be done quickly with another addon called [Hyperfy Tools](https://extensions.blender.org/add-ons/hyperfy-tools/).


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