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.

Made your character in Tripo, Meshy or another AI generator?

AI 3D generators export a rigged GLB or FBX, and none of them exports VRM — so a VTubing app cannot open the file as it comes. That is exactly the gap this converter fills: same upload box above, same pipeline.

Tripo names its bones by the side of the screen rather than the side of the body, and the hips→spine chain can arrive unparented. Both are detected and repaired automatically — verified on real Tripo uploads in our regression corpus, which convert with the full humanoid bone chain intact.

Meshy exports a usable humanoid rig; it leaves the bones unnamed, so we match them by skeleton topology instead. One thing we would rather say than have you discover: on some Meshy exports the face weights bleed onto the arm bones, so moving an arm can drag part of the face with it. The rig itself is detected fine — that weight defect is in the source model, and cleaning it up automatically is on our list.

Rodin, Luma, Spline and the rest are the same shape: if the export carries a humanoid skeleton, it converts. A static mesh with no bones cannot become a VRM — that is the honest limit, and rigging it first (Mixamo auto-rig is the free route) is what makes it convertible.

Practically: export as GLB or FBX with the skeleton, zip it together with its texture folder if the textures came out as separate files, and drop it above.

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 →

Can I convert a Tripo or Meshy model to VRM?

Yes, in the converter above — no AI generator exports VRM directly, so this is the step in between. Tripo rigs label their bones by the side of the screen instead of the side of the body, and the hips→spine chain sometimes arrives unparented; both are detected and repaired automatically. Meshy rigs are matched by skeleton topology, because Meshy leaves its bones unnamed. One honest caveat on Meshy: some exports carry face weights on the arm bones, so moving an arm can drag part of the face along — the rig converts, that weight defect comes from the source model.

My AI-generated model has no skeleton — can it still become a VRM?

No — a VRM needs a humanoid rig, and a static mesh has none (common with AI-generated models). Free fix: upload it to Mixamo, let it auto-rig, download as FBX Binary and convert that.