Can VRM Animation (VRMA) Be Applied in Bakin?
Previous articles covered how to import VRoids into RPG Developer Bakin and how to bring in animations from Mixamo.
That said, people who have become comfortable with VRoid often wonder: âIs it possible to bring VRM Animation (VRMA) files into Bakin?â
The short answer is yesâitâs possible, but it requires a slightly involved process. This article explains exactly what steps are needed to get VRMA into Bakin.
Honestly, Iâm still not entirely certain this is the âcorrectâ method, so if anyone knows an easier way, Iâd love to hear it.
What Is VRM Animation (VRMA)?
First, a brief explanation of âVRM Animation (VRMA).â Simply put, itâs a dedicated file format (.vrma) for adding various movements (animations) to 3D characters created in VRoid.
More specifically: 3D characters created in VRoid use a proprietary file format called VRM when used externally, and VRMA is whatâs used to animate those VRM characters. As a result, VRMA cannot be used to animate characters created outside VRoid (such as FBX files).
If you want to see it in action, check out the official VRoid sample pageâit shows various VRMA animations applied to VRoid characters.
For now, understanding that VRMA is âthe thing that makes VRoids move in different waysâ is sufficient.

[Preparation] Installing Blender Add-ons (One-Time Setup)
From here the instructions get a bit more technical, because the process requires Blenderâa 3D creation tool.
Blender is a free yet extremely capable tool. For anything 3D-related, itâs typically the first thing to consider.

The VRMA import process primarily uses Blender, so if you havenât installed it yet, download it and get it running on your PC first.
Installing the VRM Format Add-on
Once Blender is running, youâll need to install add-ons (extensions for Blender). This installation is a one-time setupâyou wonât need to repeat it.
The first add-on is âVRM format.â Installing it enables Blender to handle VRM and VRMA files, making it an essential add-on for working with VRoids in Blender.
For installation instructions, refer to the official VRM format page.
Installing the Bakin Motion Export Add-on
The second required add-on is âBakin Motion Export.â
This add-on is provided by Bakin on its official Wiki. It handles fine-tuned adjustments when exporting a VRoid 3D character (VRM) as FBX for use in Bakin.

While Bakin can now import VRoid files directly, this is understood to work by converting them to FBX format internally. Since itâs difficult for users to determine exactly how Bakin structures that converted FBX, this add-on provides a way to export FBX files with a compatible structure.
Iâm being vague here because the official Wiki doesnât include a detailed explanation of the add-onâs purpose, so Iâm inferring its intent.
In practice, since VRoids can be imported directly and Mixamo FBX animations can be imported as-is, this add-on doesnât come up often. Itâs mainly useful in two situations: when you want to add custom Blender-created animations to an existing VRoid in Bakin, or when importing VRMA filesâas in this article.
Setting that aside, download âBakin Motion Exportâ from Bakinâs official Wiki.
This will give you a file called âbakin_motion_export.py.â Save it somewhere on your PC. Then in Blender, go to âEditâ â âPreferences.â

In the Preferences screen, select âAdd-onsâ from the left menu, then click the down arrow in the upper right and select âInstall from Disk.â

Select the âbakin_motion_export.pyâ file downloaded from the Bakin Wiki, then click âInstall from Disk.â
If âBAKIN Motion Exporterâ appears in the add-on list, the installation was successful.

Preparing the VRM and VRMA Files
Now letâs go through the steps for getting VRMA into Bakin.
If youâre not yet familiar with how to import VRoids into Bakin, please read the following articles first.
Preparing the VRM File
First, get a VRM file from VRoid for whatever character you want to use. The VRM export steps are covered in the articles linked above.
Any character is fine, though very unusual body shapes may cause issues. The sample model âAvatarSample_Aâ is a safe choice.

Preparing the VRMA File
Next, get a VRMA file containing the animation you want to apply.
You can create VRMA files yourself, but for this walkthrough, download an official sample VRMA file from the link below (free download).
Creating custom VRMA files will be covered in a future article.
Once you have both the VRM file (the 3D character) and the VRMA file (the animation), the file preparation is complete.
Applying VRM and VRMA in Blender and Exporting as FBX
With both add-ons installed and both files ready, itâs time to work in Blender.
First, open Blender, click the default Cube that appears, and delete it.

Then drag and drop the VRM file into Blender (or use âFileâ â âImportâ).

After a moment, the VRoid character will appear in Blender. Now drag and drop the VRMA file in the same way.
For this example, I used âVRMA_01.vrmaâ from the downloaded ZIP file.

With both files loaded into Blender, click the âPlay (right triangle)â button at the bottom of the Blender screen to test the animation.

If everything has gone correctly, the 3D character should animate according to the VRMA file.
If it doesnât work, thereâs likely an issue somewhere in the previous steps. Investigate the step where things went wrong (asking ChatGPT or a similar tool can be quite helpful here).

Finally, export the current projectâwith both VRM and VRMA loadedâas FBX. However, exporting as a standard FBX will result in a bone structure incompatible with Bakinâs VRoid import.
Instead, use the âBakin Motion Exportâ add-on to export.
Go to âFileâ â âExportâ at the top of the screen, and select âBakin Motion Export (.fbx).â

Save the exported FBX file to a folder of your choice with any name you like.
Note: Bakin cannot handle two FBX files with the same name, so use unique filenames (Iâm using a simple name here since this is just a test).

With the FBX file exported, the Blender work is done. All that remains is importing the file into Bakin.
Importing the VRMA into Bakin
Letâs import the FBX exported from Blender (the combined VRM + VRMA) into Bakin and see the result.
First, import the VRM file into Bakin as a 3D stampâthis step is covered in the previous articles.

Next, import the Blender-exported FBX as a âModelâ (a 3D stamp also works, but youâll only use it as a model here).

Leave the settings at default, but set the scale to â1.â

After importing, youâll see a mysterious cube registered as the model. You might wonder where the VRoid character wentâbut this method imports animation data only, so thereâs no character mesh. (Thatâs actually the right approach for performance.)

The mystery cube isnât useful on its own, but it does contain the animation. To extract it, click the âAdd Motionâ button, select the mystery cube you just registered, and click âAdd and Finish.â

Now apply the mystery cubeâs motion to the VRoid 3D stamp. You should see that the second motion matches the VRMA animation imported in Blender.
The first motion appears to be a slice of the start of the animationâunclear whyâbut as long as the second one shows the VRMA animation, thatâs the main goal achieved.
Note: attempting to import the mystery cube FBX directly as a motion (without going through Model first) will trigger a Bakin warning. Using the Model route is recommended.

The VRMA has now been successfully applied to the VRoid in Bakin. The primary goal is achieved.
That said, there are a few things worth verifying before using this in a full project.
Verification After VRMA Import
Can VRMA Motions Be Used Alongside Mixamo Motions?
Conclusion: Yes, they can coexist. As shown in the image below, adding a Mixamo motion works normally alongside the VRMA motion. You can also add the VRMA FBX file to an existing Mixamo-based motion set.

Can Multiple VRMA Files Be Applied in Blender at Once to Bring Them All into Bakin?
Conclusion: Not automaticallyâbut it is possible if you name each animation individually in Blender first.
You might think adding multiple VRMA files in Blender and then exporting all at once would bring them all into Bakin. But that doesnât work automaticallyâonly the first registered animation gets exported to Bakin unless you take an extra step.
The workaround is to give each animation a unique name in Blender before exporting. With that done, multiple VRMA animations can be brought into Bakin in one export, as shown in the image.

Naming animations in Blender isnât particularly difficult, but it can be a stumbling block for those unfamiliar with Blender.
As a reference, hereâs what the process looks like: in the âAnimationâ tab, switch to the âAction Editor,â then give each animation a unique name before adding the next one.

Can the Imported VRMA Be Reused Across Other VRoids in Bakin?
Conclusion: Yes, itâs reusable across different VRoids. Since VRMA is designed to work with any VRoid character, this was expectedâand confirmed. The animation works correctly on VRoids with different body types too.
Thatâs why I said at the beginning that any VRM character works for the initial stepâthe VRM itself is interchangeable.

Summary
Ever since Bakin added support for direct VRoid imports, I kept wondering why VRMA support wasnât included too.
While trying to figure out if there was any way to bring VRMA into Bakin, I noticed that the official team had published the âBakin Motion Exportâ add-on on the Wiki.
My guess is that VRMAâbeing animation-only, with no model dataâis technically difficult to import into Bakin on its own. So the team provided a way to bundle the animation with the VRM in Blender, and then bring the whole package over via the add-on.
That said, I want to point out: reading the official Wiki description alone, I genuinely canât imagine anyone figuring out this import method. (And Iâm honestly not entirely sure this is the intended use caseâitâs more of a discovery than a documented workflow.)
Ideally, direct VRMA import support would be added to Bakin, and I believe the team will eventually get there. For now, knowing this workaround exists is already a significant step.
One more thing I didnât cover in this article: VRMA files can be created easily using an app called âVRM Posing Desktop.â This means the method described here enables adding all kinds of custom animations to VRoids in Bakinâbeyond just what Mixamo offers. When you think about it that way, being able to bring VRMA into Bakin opens up some exciting possibilities.
The Blender requirement will keep the audience for this method relatively small, but itâs a worthwhile option for those who are willing.
This article serves as a personal reference so I donât forget the stepsâI hope itâs useful to someone else. Iâll continue covering how to build games in Bakin going forwardâcheck back if youâre interested.
đ Series: RPG Maker Bakin: Game Development Guide (14/17)



