Changelog

What shipped, when. Every entry is a real change from that day — mostly things users asked for or files users brought.

  1. Textures in one step, feedback, site-wide footer

    • Send missing textures without re-uploading: the converter lists the image files your model asks for, and your model stays on our side while you add them.
    • Or convert without textures and take the rig as it is.
    • Poser and DAZ Studio skeletons convert now.
    • Rigs that name more than one pelvis-like bone now map to the one holding legs and spine together, so the whole body animates as one piece.
    • New Feedback link in the header — no account needed.
    • A footer on every page, with the whole site in it.
  2. Animation → VRMA, wider file support

    • Turn a Mixamo or mocap FBX into a .vrma clip and drop it on any VRM.
    • Transparent materials render correctly, including models that keep opacity in a separate map.
    • A newer Blender in the pipeline widens the range of files that convert.
  3. Better posture, expressions, version hand-off

    • Converted models stand on the ground at human scale.
    • Twist bones join the limb chain, so arms bend at the elbow.
    • Expressions are recognised across ARKit, Oculus visemes, VRChat, MMD, VRoid and Character Creator naming, so blinks and visemes survive the conversion on far more models.
    • Open a VRM 1.0 file in the viewer and it hands the file to the version converter in one click.
  4. VRM 1.0 ↔ 0.x conversion, in the browser

    • Convert between VRM 1.0 and VRM 0.x both ways, with the direction chosen from the file. VRoid Studio 2.x exports 1.0; VSeeFace reads 0.x.
    • The result panel lists what each direction carries across, so there are no surprises after the download.
    • Spines and hips named outside every convention are resolved from the skeleton’s own structure.
  5. More rigs recognised

    • Auto-Rig Pro (Blender) and SMPL body models — the format most AI mocap and photo-to-body tools export — convert now.
    • More accurate transparency on materials.
  6. True T-pose, real-world scale

    • Models arrive in a true T-pose with an upright skeleton — what VTubing apps expect to receive.
    • Everything is baked into metres, so an avatar authored in centimetres arrives at human size.
    • Textures sitting loose in an archive are matched to their materials by name.
    • MMD models exported through Blender, and rigs using L_Wrist / L_Knee naming, convert now.
  7. Rigify, .7z archives

    • Blender Rigify skeletons convert, and .7z archives are accepted alongside .zip.
  8. Become-a-VTuber guide, smarter rig recognition

    • New guide: How to Become a VTuber — seven steps from persona to debut stream, with honest model budgets from $0 to $10,000+.
    • The converter now understands anatomical bone naming (Left elbow / Left knee / Left wrist, Bicep, UpperArm_L) — chains are resolved by the rig's own structure, so "leg" maps to the thigh or the shin depending on its siblings.
    • Refunding a conversion now asks for a reason — it goes straight into what we build next.
  9. VRM → FBX conversion

    • The converter gained the reverse direction: turn a .vrm back into a binary FBX with the full rig, blendshapes as shape keys, and embedded textures — for Unity, Unreal or Blender.
    • Exported FBX files now open correctly in every viewer, not just Blender (bind poses are rebuilt at export).
    • Character Creator (iClone/AccuRig) and 3ds Max Biped skeletons convert now.
  10. VRoid Studio support, blendshape pre-check

    • VRoid Studio exports (J_Bip bone naming) convert to VRM.
    • Dropping a GLB without facial blendshapes now warns you BEFORE a credit is spent — the model would convert fine but couldn't blink or lip-sync.
  11. MMD (Japanese) skeletons

    • MMD models with Japanese bone names (センター, 上半身, 右腕…) convert to VRM — brought by users, four Miku models in one day.
  12. Avatar management, ValveBiped rigs

    • Rename your avatars — the name lands in the VRM metadata and the download filename.
    • Remove avatars from your dashboard (purchases and downloads stay intact).
    • ValveBiped / Source-engine skeletons (Garry's Mod, SFM) convert now.
    • A customer's video review is on the homepage — the full selfie-to-VSeeFace run, recorded by someone who paid.
  13. GLB / glTF / ZIP conversion

    • New tool page: GLB/glTF → VRM converter — including Sketchfab-style ZIP archives with textures, and saved Ready Player Me avatars.
    • Ready Player Me models keep clean arm deformation through the conversion.
  14. Ratings

    • You can rate your avatar and tool results right where you download them — ratings feed the public score once enough accumulate.
  15. Optimizer pays for results only

    • The VRM optimizer now charges a credit only when you download the optimized file — previews and rank checks are free.
    • Size forecast before you optimize, and only texture targets that actually apply to your file.
  16. Animation playback in the viewer

    • The VRM viewer plays .vrma animation files on any model — plus built-in Idle and Walk clips, no file needed.
    • Converter, viewer and app-integration pages rewritten around what people actually ask.
  17. Try before signing in

    • The avatar editor opens without an account — sign-in is asked only when you save.