No rig option when importing .glb?

2 part question:
part 1:
When I use gltfast to import my glt RPM model to unity I do not have the option to set the model type as humanoid so I receive the error “avatar is not imported as humanoid rig and will not play VRChat’s Provided Animation set”
Clicking on model in assets after importing with GLT:

VR Chat Error
image

Converted model with Convert GLB into FBX | Avaturn | Developer Docs

Clicking on model in assets after converting and importing as FBX allows me to select humanoid animation type:

part 2:
does any part of my workflow remove the jaw? I saw on another thread that the model did not have a jaw and they had to download using the &viseme=oculus so I was sure to include that in my URL when downloading my avatar.

any help to fix this would help a ton, thank you! Thank you.

Hello @Cloudstrife7 ,
Part 1:
GLTFast doesn’t import models through Unity’s standard Model Importer pipeline, so you don’t get access to the Rig tab where you’d normally choose “Humanoid” as the Animation Type.

You already solved this by converting the GLB to FBX. Once you import that FBX into Unity, the Rig tab appears and allows you to select “Humanoid.”

Part 2:
As for the greyed-out jaw in the Avatar Configuration, as shown in the screenshot you shared, this means Unity isn’t mapping the jaw bone correctly. To fix it:

  1. Open the Avatar Configuration window.
  2. Under the Head section, manually assign the jaw bone.
  3. Click Apply to save the changes.

This should allow the jaw bone to work with the humanoid rig and enable visemes. If the jaw bone is still missing or not showing up, you might need to check the model in Blender to ensure the jaw was properly exported.