Do not recreate the keys
Virmii already added the required facial Shape Keys. Rebuilding them adds work and can change the generated deformation.
Blender guide
Virmii-created VRM models already include the required facial Shape Keys. In Blender, you only need to map those existing keys to the matching VRM 1.0 expression actions and export the result.
Already prepared
Do not recreate or rename them. Match each included Shape Key to the VRM expression action shown below. Virmii reads that exported action binding during face tracking.
| Motion | Included Shape Key | Bind to VRM action |
|---|---|---|
| Both eyes closed | blink | blink |
| Left eye closed | blink_left | blinkLeft |
| Right eye closed | blink_right | blinkRight |
| Open A mouth | aa | aa |
| Wide I mouth | ih | ih |
| Rounded U mouth | ou | ou |
| Wide E mouth | ee | ee |
| Round O mouth | oh | oh |
Step by step
The exact panel arrangement can move between Blender and add-on versions, but you are only connecting the included face Shape Keys to VRM Expressions through Morph Target Binds.
Install VRM format from Blender Extensions, then import the existing .vrm file with File → Import → VRM (.vrm). Save a separate .blend copy before editing.
Select the face mesh and open Object Data Properties → Shape Keys. Virmii-created models already include the blink and five mouth keys, so you do not need to sculpt them again.
blink, blink_left, blink_right, aa, ih, ou, ee,and oh.Select the VRM armature, open its VRM 1.0 Expressions panel, and add a Morph Target Bind from each preset to the correct face mesh and shape key.
1.0. Leave isBinary off for smooth camera-driven motion.Preview every expression in Blender, export with File → Export → VRM (.vrm), upload the new file, and verify blinking and speech in Live Access.
Before you export
Virmii already added the required facial Shape Keys. Rebuilding them adds work and can change the generated deformation.
BlinkLeft means the character's left eye, not the left side of your screen. Preview the two keys independently.
Keep the included names so it remains clear which Shape Key belongs to each VRM action.
The included blink keys handle the eyelids. Eye rotation is handled separately by the humanoid rig.
Preview A, I, U, E, and O one at a time before export so an action is not accidentally connected to the wrong key.
Virmii sends continuous values. A pose that looks good only at 0 or 1 can collapse or clip while tracking.
Troubleshooting
Confirm each key is assigned inside a VRM preset's Morph Target Binds. Renaming a shape key to blink or aa does not create that binding.
Confirm blink_left is bound to blinkLeft and blink_right is bound to blinkRight. Preview both included keys independently.
Disable isBinary for the procedural mouth expressions and preview the deformation at 0.25, 0.5, and 0.75 weight.
Run the add-on's validation, check for topology-changing modifiers, and export a fresh VRM from the saved Blender file.
Primary references
Export a fresh VRM, upload it to your private model library, and open Live Access to test blink and mouth movement.