Daz Studio to VRM pipeline: a discussion on the use of realistic VRM 3D models in upper body motion tracking
Resumo
In recent years, especially after the pandemic, virtual reality avatars and virtual counterparts have experienced a surge in popularity, due to their usefulness in settings where people don’t, or can’t, see each other frequently. However, there are still very few ways to actually create such avatars that offer realism and ways to customize that are low-cost and available to the general public. This paper explores the process of converting photorealistic models created in DAZ Studio to VRM and achieves an end result that can be used in virtual reality, the metaverse, and live motion tracking applications.
Palavras-chave:
DAZ Studio, VRM format, Diffeomorphic Plugin, Blender, Virtual Reality (VR), Face Tracking, Finger Tracking, Vtubing, Avatars
Referências
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Fraser, A. D., Branson, I., Hollett, R. C., Speelman, C. P., e Rogers, S. L. (2022). Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality. Frontiers in Virtual Reality, 3:981400.
Freeman, G. e Maloney, D. (2021). Body, avatar, and me: The presentation and perception of self in social virtual reality. Proc. ACM Hum.-Comput. Interact., 4(CSCW3):239.
Kim, D., Lee, S., Jun, Y., Shin, Y., e Lee, J. (2025). Vtuber’s atelier: The design space, challenges, and opportunities for vtubing. In Proc. 2025 CHI Conf. Human Factors in Comput. Syst. (CHI ’25), pages 1–23, New York, NY, USA. Association for Computing Machinery.
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Vilchis, C., Perez-Guerrero, C., Mendez-Ruiz, M., et al. (2023). A survey on the pipeline evolution of facial capture and tracking for digital humans. Multimedia Systems, 29:1917–1940.
Wang, J., Qiu, Y., Chen, K., Ding, Y., e Pan, Y. (2023). Fully automatic blendshape generation for stylized characters. In Proc. IEEE Conf. Virtual Reality and 3D User Interfaces (VR).
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Blender Foundation (2025a). Blender manual: History. [link]. [Accessed: Apr. 13, 2025].
Blender Foundation (2025b). Blender manual: Shape keys introduction. [link]. [Accessed: Apr. 13, 2025].
DAZStudio (2025). [link]. Wikipedia, [Accessed: Jun. 23, 2025].
Diffeomorphic (2025). Diffeomorphic daz importer wiki. [link]. [Accessed: Apr. 13, 2025].
Fraser, A. D., Branson, I., Hollett, R. C., Speelman, C. P., e Rogers, S. L. (2022). Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality. Frontiers in Virtual Reality, 3:981400.
Freeman, G. e Maloney, D. (2021). Body, avatar, and me: The presentation and perception of self in social virtual reality. Proc. ACM Hum.-Comput. Interact., 4(CSCW3):239.
Kim, D., Lee, S., Jun, Y., Shin, Y., e Lee, J. (2025). Vtuber’s atelier: The design space, challenges, and opportunities for vtubing. In Proc. 2025 CHI Conf. Human Factors in Comput. Syst. (CHI ’25), pages 1–23, New York, NY, USA. Association for Computing Machinery.
Latoschik, M. E., Roth, D., Gall, D., Achenbach, J., Waltemate, T., e Botsch, M. (2017). The effect of avatar realism in immersive social virtual realities. In Proc. ACM Symp. Virtual Reality Softw. Technol. (VRST), pages 1–10, Gothenburg, Sweden.
Machado, E. C. (2023). Processo de criação de um modelo de vtuber para utilização em plataformas de streaming. TCC (graduação) - Universidade Federal de Santa Catarina.
Noor, N. M., Suaib, N., Ahmad, M., e Ahmad, I. (2018). Review on 3d facial animation techniques. Int. J. Eng. Technol., 7:181–187.
Quantum, A. (2023). Cats blender plugin. [link]. GitHub repository, [Accessed: Jun. 15, 2025].
Saturday-06 (2024). Vrm add-on for blender. [link]. [Accessed: Jun. 23, 2025].
Tambunan, O. N. e Setiawan, A. B. (2023). Factors in the growth of vtuber livestreaming entertainment phenomenon in japanese society. LITERACY: Int. Sci. J. Soc., Educ., Humanit., 2(2):78–85.
Tang, M. T., Zhu, V. L., e Popescu, V. (2021). Alterecho: Loose avatar-streamer coupling for expressive vtubing. In Proc. IEEE Int. Symp. Mixed and Augmented Reality (ISMAR), pages 128–137.
Vilchis, C., Perez-Guerrero, C., Mendez-Ruiz, M., et al. (2023). A survey on the pipeline evolution of facial capture and tracking for digital humans. Multimedia Systems, 29:1917–1940.
Wang, J., Qiu, Y., Chen, K., Ding, Y., e Pan, Y. (2023). Fully automatic blendshape generation for stylized characters. In Proc. IEEE Conf. Virtual Reality and 3D User Interfaces (VR).
Warudo (2025). Warudo: Unleash your virtual potential. [link]. [Accessed: Jun. 23, 2025].
Publicado
30/09/2025
Como Citar
FERNANDES, Roberta; SILVEIRA, Ismar Frango.
Daz Studio to VRM pipeline: a discussion on the use of realistic VRM 3D models in upper body motion tracking. In: WORKSHOP DE EXPERIÊNCIAS DE XR - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 27. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 23-29.
DOI: https://doi.org/10.5753/svr_estendido.2025.15640.
