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 it works

  1. Upload a binary FBX with a humanoid rig (up to 100 MB). Your first conversion is free.
  2. We map the skeleton to VRM humanoid bones and convert materials to MToon — usually under 30 seconds.
  3. Preview in 3D, then download. If the rig can't be mapped, you get a precise diagnostic (which bones are missing) and your credit back — automatically.

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.

Frequently asked questions

What kind of files work?

Binary FBX, GLB, glTF or a ZIP of a glTF folder (Sketchfab-style) — with a humanoid skeleton. 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.

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.

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. For anything else — including cash refunds for credit packs — email support@vtubeme.com and we'll sort it out.