# jin hounds Anata VRM Update
Watch: https://www.twitch.tv/videos/1918198716

## AI meeting summary
Jin and Hounds from Anarchy Arcade Studios discuss VRM avatars in the Metaverse. They explain that VRMs are virtual reality models specifically designed for humanoid avatars, aiming to standardize structure and authorship information across different applications. They highlight the advantages of VRMs for creators and users, including reducing duplicate work, market reach, and interoperability. The conversation also covers challenges faced during the design process, such as weight transfer and optimizing VRMs for various devices. Overall, they see VRM becoming increasingly important in the VR industry with potential for future customization and new projects.
The speaker discusses the use of a floating VTuber in videos, mentioning that it can be seen as a fourth wall break. They express their interest in experimenting more with this technique. The conversation ends with expressions of gratitude to the host and participants of the Metaverse show hosted by Anarchy Arcade.
## Action items
Based on the transcript, it is difficult to identify specific follow-ups and action items. The conversation primarily focused on discussing VRM avatars and the Anata VRM project, providing an overview of what VRM is, its advantages, challenges in designing traits, and the importance of standards. The speakers also mentioned the number of people working on the project, the process of designing traits, and the challenges faced in optimizing VRMs for different devices. However, there were no explicit mentions of follow-ups or action items.
## Outline
- Chapter 1: Introduction to VRM Avatars
- Timestamp: 00:03-01:17
- Description: The hosts introduce themselves and the topic of discussion, which is VRM avatars. They mention that they will talk about the Anata VRM project and its progress.
- Chapter 2: Overview of VRM Avatars
- Timestamp: 01:27-05:45
- Description: The hosts discuss the advantages of VRM avatars for creators and users. They mention that VRM avatars help standardize the structure and authorship information of 3D models, making them interoperable across different applications. They also highlight how VRM avatars simplify the process of bringing avatars to different platforms, reducing duplicate work.
- Chapter 3: Importance of Industry Standards
- Timestamp: 05:45-07:15
- Description: The hosts discuss the advantages of creating a standard for the VRM avatar industry. They mention that standards help address frustrations developers face when porting content between different engines. They compare it to the open standards that facilitated communication between devices during the development of the internet.
- Chapter 4: The Anata VRM Project
- Timestamp: 07:27-08:59
- Description: The hosts provide an overview of the Anata VRM project and the number of people involved in its development. They mention that dozens of artists have worked on the project, and they express their gratitude to the VIP team for their assistance.
- Chapter 5: Designing VRM Avatar Traits
- Timestamp: 09:40-11:25
- Description: The hosts explain the process of designing traits for VRM avatars, such as tattoos, eyes, hair, and clothing. They mention that there are around 25 categories of traits, and each trait is 3D modeled by hand. They also discuss the craftsmanship and attention to detail involved in creating the traits.
- Chapter 6: Assembly and Challenges
- Timestamp: 11:28-15:22
- Description: The hosts discuss the assembly process of VRM avatars and mention challenges they have encountered. They mention the importance of metadata and visual representation for traits with different styles. They also discuss technical challenges related to file structuring, data sets, materials, and meshes. They highlight the need for optimization and compatibility between different platforms.
- Chapter 7: Future Plans and Conclusion
- Timestamp: 16:00-21:21
- Description: The hosts discuss future plans for the Anata VRM project, including the exploration of trophies and further customization options. They express their satisfaction with the test run and their intention to continue using the VTube Studio format. They conclude the discussion, thanking the audience for their participation.
## Notes
- Jin, a Metaverse Developer, is present in the conversation.
- They discuss VRM avatars and the Anata VRM project.
- VRM stands for virtual reality model, which is based on the glTF format.
- VRM avatars are meant for use in VR applications and VTubing applications.
- VRM avatars offer advantages for creators by reducing duplicate work and allowing interoperability across different platforms.
- Standardization of VRM avatars helps in porting content between different engines and creating a virtual economy.
- The Anata project involves dozens of artists working on designing traits for avatars.
- The traits are categorized into different categories and then assembled into avatars.
- Challenges include technical issues, weight transfer for natural movement, and optimization.
- They discuss the possibility of turning VRMs into other things and exploring optimization.
- Shape keys and blend shapes are used to bring characters to life and face tracking is being researched for compatibility.
- They consider the conversation a solid test run and express interest in exploring the format further.
- The conversation ends with thanks and appreciation for everyone's participation.