FBX to VRM converter — with a working rig

Free converters break skeletons and drop materials. This one maps your humanoid bones to the VRM standard (Mixamo, Unreal, Unity naming supported), converts materials to MToon, and you can inspect the result in 3D before downloading. You only pay for successful conversions.

Credits:

How to convert FBX to VRM — three ways

The fastest way is VTubeMe's online FBX to VRM converter above — upload, preview, download, no install. If your FBX has no skeleton, or you want full manual control, the two desktop routes below are the honest alternatives.

A. Online — VTubeMe (about a minute)

Nothing to install: the converter above does the bone mapping and the material conversion for you, in the browser.

  1. Upload a binary FBX with a humanoid rig. GLB, glTF or a ZIP of a glTF folder work too; up to 100 MB; your first conversion is free.
  2. The skeleton is mapped to VRM humanoid bones (Mixamo, Unreal-mannequin, Unity and standard naming recognized) and materials are converted to MToon — usually under 30 seconds.
  3. Preview in 3D, then download. If the rig can't be mapped you get a diagnostic naming the missing bones, and the credit back automatically.

B. Blender + VRM Add-on (free, budget an evening)

Free and fully offline, but every mapping decision is yours to make.

  1. Install the VRM Add-on for Blender from vrm-addon-for-blender.info via Edit → Preferences → Add-ons (on Blender 4.2+ you can drag the .zip into Blender).
  2. File → Import → FBX.
  3. Assign the humanoid bones. Select the armature, open the VRM panel in Object properties and map them — the add-on's automatic assignment covers standard rigs; fix the rest by hand.
  4. Fill the VRM metadata — title, author, license.
  5. Optionally switch materials to MToon in the add-on's material panel.
  6. File → Export → VRM.

Note: this is also the only route for a mesh with no skeleton — rig it in Blender first.

C. Unity + UniVRM (free, the reference toolchain)

The longest route, and the one with every VRM feature exposed by hand.

  1. Create a Unity project and import UniVRM from github.com/vrm-c/UniVRM.
  2. Import the FBX, set Rig → Animation Type to Humanoid and check the bone mapping in Configure.
  3. Place the model in the scene and export with UniVRM (VRM0 → Export), filling the meta fields.
  4. Re-import the exported VRM, set materials to MToon and wire blendshapes to VRM expressions, then export again.

Note: this is what UniVRM's own docs describe; expect two export passes.

Which route when

Go online when the FBX is already rigged and you want the VRM today. Go Blender when there is no rig, or you need custom bone and material work. Go Unity when you are already working in Unity or want every VRM feature configured by hand. The desktop routes are not worse in quality — they are slower. The online converter requires a humanoid skeleton — a static mesh cannot become a VRM here, and a rig it cannot map is refunded, not charged.

GLB / glTF to VRM

The same converter accepts .glb, .gltf and a ZIP of a glTF folder (Sketchfab-style downloads), including a saved Ready Player Me export — the three steps of route A are unchanged. For the Blender route the add-on imports glTF natively (File → Import → glTF 2.0) and the rest is identical. GLB to VRM converter and Ready Player Me notes →

Is there a free FBX to VRM converter online?

Yes — your first conversion here is free, with no software to install: upload the FBX, preview the result in 3D and download the VRM from your browser. After that, conversions use credit packs, and a credit is only spent on success — a rig that can't be mapped refunds automatically. Fully free desktop alternatives exist (Blender with the VRM add-on), but budget an evening for manual bone mapping and material fixes; this converter does the same work in under a minute and preserves the skeleton, blendshapes and materials.

Convert Mixamo animations to VRMA

The same converter turns animation files into .vrma (VRM Animation) clips: switch the tool above to Animation → VRMA and drop a Mixamo FBX or a .glb with a skeletal animation. The motion is retargeted onto the VRM humanoid, so one converted clip plays on any VRM avatar — preview it on a sample model right here, or in our VRM viewer. Mixamo, Unreal-mannequin and Unity bone naming are recognized automatically.

Converting from a specific tool?

Same converter, same credits — these pages spell out which bone names each family uses, what the converter does with them and which failures that family runs into.

Frequently asked questions

What kind of files work?

Binary FBX (version 7.1 / 2011 and newer), GLB, glTF, .blend (Blender project) or an archive of a glTF folder (Sketchfab-style) — .zip, .7z and .rar are all unpacked here, including an archive nested one level inside another — with a humanoid skeleton. If the archive holds several models, we ask which one to convert instead of guessing; a finished .vrm inside it is handed over as-is, with no conversion and no credit. Bone naming from Mixamo (mixamorig:*), Unreal mannequin (pelvis, clavicle_l…), Unity humanoid and MetaPerson rigs is recognized automatically. ASCII FBX must be re-exported as binary first. A file with a skeleton and no character is a motion clip, not a model — a Mixamo or Unreal export “without skin” — and the converter offers to convert it as an animation instead, on the spot, without a second upload. Bone-by-bone notes for Mixamo rigs →

How do I convert FBX to VRM?

Upload the FBX to VTubeMe's online converter on this page: (1) drop a binary FBX with a humanoid rig — up to 100 MB, first conversion free; (2) the skeleton is mapped to VRM humanoid bones and materials are converted to MToon, usually under 30 seconds; (3) preview the result in 3D and download the VRM. Offline alternatives exist and are free: Blender with the VRM Add-on, or Unity with UniVRM — both need manual bone and material work.

Can I convert FBX to VRM without Unity?

Yes. Online here — nothing to install, you only need a binary FBX with a humanoid skeleton, and the bone mapping and MToon conversion are done for you. Or offline in Blender with the VRM Add-on: import the FBX, assign the humanoid bones in the add-on's VRM panel, fill the metadata and export a VRM — free, but it needs Blender installed and the mapping is yours to check. Unity with UniVRM is one of the routes, not a requirement.

How do I convert FBX to VRM in Blender?

Install the VRM Add-on for Blender (vrm-addon-for-blender.info) via Edit → Preferences → Add-ons, then File → Import → FBX. Select the armature, open the VRM panel in Object properties and assign the humanoid bones — the add-on's automatic assignment covers standard rigs, the rest you fix by hand. Fill the VRM metadata, optionally switch materials to MToon in the add-on's material panel, then File → Export → VRM. This is also the only route for a mesh with no skeleton, since it has to be rigged first; if your FBX already has a humanoid rig, the online converter on this page is the shortcut.

Can I convert a GLB avatar to VRM?

Yes — the same converter accepts .glb directly, and there's a dedicated GLB to VRM page with Ready Player Me specifics. Either way the skeleton maps to VRM humanoid bones and materials become MToon. Open the GLB/glTF to VRM converter →

Can I convert VRM back to FBX?

Yes — the VRM to FBX tab does the reverse direction: drop a .vrm and get a binary FBX with the full rig, blendshapes (as shape keys) and embedded textures, ready for Unity, Unreal or Blender. One note: MToon anime materials become standard ones — that's an FBX format limitation every converter shares, so re-pick toon shading in your target app.

My VRoid model will not open in VSeeFace — can you fix the VRM version?

Yes — that mismatch is a version one, not a broken file. VRoid Studio 2.x writes VRM 1.0 and VSeeFace reads VRM 0.x only; Desktop Mate wants the opposite. The 'VRM 1.0 ↔ 0.x' tab reads the file's own version and rewrites it to the other one, so there is no wrong direction to pick. Humanoid bones (including the thumb chain the two versions name differently), expressions, look-at, spring bones with their colliders and MToon materials carry over, geometry is untouched, and anything a version genuinely cannot express — the license fields 0.x has no room for, say — is listed on the result instead of dropped silently. Open the VRM version converter →

What do I get out?

A standard VRM file with mapped humanoid bones, MToon-converted materials and detected blendshapes — ready for VSeeFace, Warudo, VNyan and other VRM apps. You can inspect it in our free VRM Viewer before downloading.

How much does it cost?

Your first conversion is free. After that, credit packs: 3 for $7.99 or 8 for $14.99. A credit is only spent on a successful conversion — failures are refunded automatically, and if the 3D preview shows a broken result, a self-serve refund button returns the credit before you download.

What are the current limitations?

Humanoid characters only (no quadrupeds), file size up to 100 MB, and facial blendshapes are carried over when present in the FBX but not synthesized from scratch. Non-standard bone names may need renaming before export.

Can I convert a Mixamo animation to VRMA?

Yes — switch the tool to 'Animation → VRMA' and drop the Mixamo FBX (or a .glb with a skeletal animation). The motion is retargeted onto the VRM humanoid, so the resulting .vrma plays on any VRM avatar. You can preview it on a sample model before downloading.

Something went wrong — how do I get help?

Failed conversions refund your credit automatically, and a successful conversion can be refunded self-serve until you download the file (7 days) — inspect it in the 3D preview first. If a conversion failed or the result was not what you expected, you can order a paid manual conversion from the result panel ($7.99) — we open the file by hand and email you the VRM, with nothing to upload again. For anything else — including cash refunds for credit packs — email support@vtubeme.com and we'll sort it out.