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    • AI Modeling
      • CAD AIPrecise parts from a sentence
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VRM viewer

Open a VRM 0.x or 1.0 avatar, turn it 360°, and check its humanoid skeleton, skin weights and license. It runs in your browser, so nothing is uploaded.

No file at hand?

How to open a VRM file online

Drop the .vrm file on the box above. The avatar loads facing you with its skeleton drawn on top: drag to turn it 360°, scroll to zoom, right-drag to pan. The panel next to it lists the avatar's name, author, VRM version, how many humanoid bones it maps, and what its license says about commercial use.

VRM files rarely carry animation clips, so use Bend test to see how the avatar deforms: it swings every bone in turn, then sways the whole body, and bad weights show up as tearing or collapsing geometry.

A skeleton viewer for your rig

The Skeleton toggle draws every bone as a line from parent to child, with a dot on each joint, so fingers, jaws and other end bones stay visible too. The side panel lists the whole hierarchy with each bone's name and how many vertices it moves. Bones that move nothing are greyed out: usually end bones, IK targets or helpers you can delete before export.

Click anywhere on the model and the viewer selects the bone that moves that spot the most, which is the quickest way to find out which of "bone_23" and "bone_24" is the left forearm.

Check skin weights in the browser

Turn on Skin weights and each bone gets its own color, blended where vertices share bones, so you see where one bone's area ends and the next begins. Select a bone and the view switches to a heat map with the same blue-to-red ramp as Blender's weight paint: red moves fully with the bone, green about half, blue not at all.

The problems that show up most: a thigh bone that also pulls the other leg, a hand whose weights stop dead at the wrist, a shoulder with a hard edge where it should fade, and stray vertices on the chest weighted to an arm. Bend test swings each bone 45° in turn and then sways the whole rig, so bad weights show up as tearing or collapsing even on a model without animation.

About VRM avatars

VRM is the avatar format behind VRoid Studio, VSeeFace and most VTuber apps. Under the hood it's a GLB with extra rules: a humanoid bone map, facial expressions, spring bones for hair and clothes, and a license block that says who may use the avatar and how. The viewer reads both VRM 0.x and VRM 1.0.

MToon toon shading and spring-bone physics aren't simulated, so the avatar shows its base colors and the hair stays still. The mesh, the skeleton and the skin weights are exactly what's in the file.

Frequently asked questions

Does my file get uploaded?
No. The file is read and rendered in your browser with three.js and never leaves your device.
Why doesn't my animation play?
The clips have to be inside the file you open. A file that holds only the mesh and the skeleton shows the rest pose and an empty animation list. Clips also move bones by name, so an animation made for "mixamorig:Hips" does nothing to a skeleton whose root is called "Hips".
What do the skin weight colors mean?
With no bone selected, every bone has its own color and each vertex mixes the colors of the bones that move it, in proportion to their weights. With a bone selected, red is a weight of 1, green about 0.5 and blue 0. A mesh parented to a bone without skinning, like a sword in a hand, counts as fully weighted to that bone.
Why is my character tiny, huge, or lying down?
The viewer trusts the file: glTF and VRM are always meters with Y up, and FBX stores its own unit and up axis. The panel shows the height it read. If that's 100 times off, the exporter wrote centimeters as meters, so fix the scale in the export settings.
Can it rig or animate my model?
The viewer only inspects. The GrandpaCAD chat can rig a static character and add animation clips from a text prompt, like a walk cycle, a wave or a dance: open your file here and type what you want into the box under the viewer.

More viewers

GLB animation viewerFBX animation viewerGLB viewerFBX viewerView a model

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