GLB/glTF to VRM converter — rig intact

A .glb won't load in VSeeFace, Warudo or VNyan — VTubing apps need VRM. This converter maps your humanoid skeleton to the VRM standard, converts materials to MToon and keeps the blendshapes, so a Ready Player Me export or any rigged GLB becomes a working VTubing avatar. You only pay for successful conversions.

Credits:

Rescue your Ready Player Me avatar

Ready Player Me was wound down after its acquisition, and VRM export never shipped — millions of avatars exist only as .glb files. If you saved yours, it isn't stranded: drop it above and it becomes a standard VRM that any VTubing app reads. The skeleton is standard, the face morphs carry over, and you can inspect the result in 3D before downloading. No Unity, no Blender, no add-ons.

Frequently asked questions

What kind of GLB files work?

Rigged GLB files with a humanoid skeleton — Ready Player Me exports, game characters, models from 3D marketplaces. Bone naming from Mixamo, Unreal mannequin, Unity humanoid and standard rigs is recognized automatically. A static mesh with no bones can't become a VRM.

Can I convert my Ready Player Me avatar to VRM?

Yes — this is the main thing this tool is for. Ready Player Me never shipped VRM export (only GLB), and its public creator was wound down after the acquisition. If you still have your .glb, drop it here: the skeleton maps to VRM humanoid bones, ARKit-style blendshapes are carried over, and the result loads in VSeeFace, Warudo and VNyan.

How much does it cost?

Your first conversion is free. After that, credit packs: 3 for $7.99 or 8 for $14.99, shared with the FBX converter and optimizer. A credit is only spent on a successful conversion — failures refund automatically, and if the 3D preview shows a broken result you can refund self-serve before downloading.

What about the face — will expressions work?

Facial blendshapes present in the GLB are carried over and mapped to VRM expressions where possible. If the source has no facial morphs, the converted avatar still tracks body and head but won't lip-sync — the preview shows the expression count before you download.

My model is a .gltf with a textures folder

Zip the whole folder — the .gltf together with its .bin and textures — and drop the .zip here. That's the shape Sketchfab downloads come in, and the converter resolves the external files automatically. A lone .gltf that references missing files can't convert.

I have an FBX, not a GLB

Use the same converter's FBX mode — identical pipeline, Blender-normalized input. Open the FBX to VRM converter →