Character Creator to VRM converter — CC_Base_ bones mapped

VTubeMe's Character Creator to VRM converter turns a rigged CC, AccuRig or ActorCore export into a VTubing-ready VRM online — CC_Base_ bones mapped to the VRM humanoid, MToon materials, 3D preview before download. All three ship the same Reallusion naming, so all three take the same path through the converter. You only pay for successful conversions.

Credits:

Where the CC skeleton differs from everyone else's

Character Creator's trunk names collide with other families, so they are rewritten explicitly instead of being matched by pattern. CC_Base_Spine01 is a chest, not a spine — Unreal's spine_01 genuinely is a spine, and treating the two alike bends the avatar in the middle.

The root is CC_Base_Hip. In a real CC hierarchy it is the common ancestor of both legs (through CC_Base_Pelvis) and of the spine chain (through CC_Base_Waist), so Hip takes the VRM hips slot. CC_Base_Pelvis is deliberately kept out of the humanoid: it is a leg-support bone, and letting it claim the hips would leave the spine outside the hips subtree. This was checked against the hierarchy of a real user file rather than assumed from the names.

Everything sided is simpler: the L_ and R_ in front of a bone becomes plain left/right and the name resolves through the same rows every other family uses.

What happens to the twist bones

CC rigs carry twist and roll bones along the arms and legs. Where one of them turns out to describe the same skinning as the limb bone above it in the converted tree, its vertex weights are folded into that parent, so the limb deforms as one piece under VRM animation.

That check is made per bone, not assumed. A twist whose bind matrix genuinely differs from its parent's is left exactly as it was — blindly redirecting those has been measured to tear a mesh apart, so the converter refuses to guess. Either way the twist nodes stay in the hierarchy and the conversion goes through; the result differs only in how the limb bends.

Character Creator bone names the converter maps

Left side shown; R_ bones map to the right-hand equivalents. AccuRig and ActorCore characters use the same names and follow the same rows.

Character Creator boneVRM humanoid bone
CC_Base_Hiphips
CC_Base_Waistspine
CC_Base_Spine01chest
CC_Base_Spine02upperChest
CC_Base_NeckTwist01neck
CC_Base_Headhead
CC_Base_L_UpperarmleftUpperArm
CC_Base_L_ForearmleftLowerArm
CC_Base_L_HandleftHand
CC_Base_L_ThighleftUpperLeg
CC_Base_L_CalfleftLowerLeg
CC_Base_L_FootleftFoot
CC_Base_Pelvissupport bone under Hip — kept out of the humanoid on purpose

CC_Base_L_Clavicle and its right-hand twin take the shoulder slots, CC_Base_L_ToeBase the toes, and the finger chains resolve through their short CC names — Thumb1 to Thumb3, Index1 to Index3, Mid1 to Mid3, Ring and Pinky the same. AccuRig and ActorCore exports carry identical naming and are handled by the same rows. Verified on real files in our regression corpus. On a successful conversion the result panel names what it recognized: “cc rig”.

What can go wrong with a Character Creator file

A conversion that cannot finish tells you which of these it hit, and returns the credit — you are never charged for a failure.

NO_TEXTURES

The rig converted, but every texture the file asks for is missing — a model file only points at its images by filename, and CC exports put them in a folder beside the .fbx.

Put the .fbx and its texture folder into one .zip and convert that. Your credit is returned.

TEXTURES_UNREFERENCED

Images are in the upload, but the model never references them, so there is no way to tell which map belongs to which material.

Rename each image after the material it should cover — the failure lists the material names — or send the files from the result panel without re-uploading the character.

IMPORT_FAILED

The file could not be read; an ASCII FBX is the usual cause.

Re-export as binary FBX.

ZIP_TOO_LARGE

The archive expands into too many or too large files — CC characters ship dense texture sets, and the upload limit is 100 MB.

Reduce the texture resolution in the export, or drop the maps you do not need, and zip again.

Frequently asked questions

Does it read CC_Base_ bones?

Yes — the CC_Base_ prefix is handled as its own naming family rather than being guessed at. CC_Base_Hip becomes the VRM hips, CC_Base_Waist the spine, CC_Base_Spine01 the chest and CC_Base_Spine02 the upper chest, CC_Base_NeckTwist01 the neck; sided bones lose their L_ / R_ and resolve to the left and right arm, leg, hand, foot, toe and finger bones. Nothing needs renaming before you upload.

What happens to twist bones?

Twist and roll bones along the arms and legs are folded into the limb bone above them when the two really describe the same skinning in the converted tree — the limb then bends as one piece under VRM animation. The check is made per bone: where a twist's bind genuinely differs, its weights are left alone, because redirecting those blindly is what tears a mesh. The nodes themselves stay in the hierarchy either way, and the conversion succeeds in both cases.

Can I convert an ActorCore / AccuRig character to VRM?

Yes. AccuRig and ActorCore ship the same Reallusion CC_Base_ skeleton as Character Creator, so they take exactly the same path through the converter and the bone table on this page applies unchanged. Export as binary FBX, zip it with the texture folder if the images sit beside the model, and convert.

Why is CC_Base_Pelvis not in the humanoid?

Because in a CC rig it is a leg-support bone under CC_Base_Hip, not the root. Hip is the common ancestor of both legs and of the spine chain, so Hip takes the VRM hips slot; if Pelvis took it instead, the spine would sit outside the hips subtree and the hierarchy VRM apps expect would be broken. Pelvis appearing in the unmatched list on a good conversion is correct.

My Character Creator export came out grey — where did the textures go?

They were never in the file. An FBX points at its textures by filename, and CC writes them into a folder next to the export, so uploading only the .fbx leaves every map missing. Rather than hand back a grey avatar the converter stops with NO_TEXTURES and returns the credit. Zip the .fbx together with the texture folder and convert the .zip; if the images are present but unreferenced, you can send them straight from the result panel instead of re-uploading the character.

What does it cost?

The first conversion is free, then credit packs shared with the other tools. A credit is only spent on a successful conversion — failures refund automatically, and if the 3D preview shows something wrong you can refund self-serve before downloading.