Mixamo to VRM converter — rig preserved
VTubeMe's Mixamo to VRM converter turns a rigged Mixamo FBX into a VTubing-ready VRM online, mixamorig: bones mapped to the VRM humanoid. You only pay for successful conversions.
A Mixamo animation is not a Mixamo character
The converter maps the humanoid bones, carries the materials and textures over and shows the result in a 3D preview before download. Mixamo's auto-rigger writes one of the most predictable skeletons there is, every joint under the mixamorig: namespace, and that naming is the one this converter was built around.
Mixamo hands out two different things, and only one of them can become a VRM. A character download carries the mesh; a motion clip carries a skeleton and nothing else. Drop a clip into the model converter and the answer is NO_MESH — “The file contains a skeleton but no mesh” — because there is no avatar in the file to convert.
If the motion is what you wanted, this converter is not the tool for it: it makes avatars, and a motion clip has no avatar in it.
When you do want the character, download it with skin and pick FBX Binary in Mixamo's export dialog — an ASCII FBX has to be re-exported as binary before any of this works.
No rig yet? Mixamo is also the fix
A VRM needs bones, so a static mesh cannot become one — that failure is NO_ARMATURE, and it is common with game-character rips and AI-generated models. The free way out is the same site this page is about: upload the mesh to Mixamo, let it auto-rig, download the result as FBX Binary and convert that. The rig it produces is exactly the naming described below.
Mixamo bone names the converter maps
The mixamorig: prefix comes off before anything is matched, so these rows apply whether your file spells the bone mixamorig:Hips, mixamorigHips (what three.js makes of the same FBX) or plain Hips. Left side shown; the right side is identical.
| Mixamo bone | VRM humanoid bone |
|---|---|
mixamorig:Hips | hips |
mixamorig:Spine | spine |
mixamorig:Spine1 | chest |
mixamorig:Spine2 | upperChest |
mixamorig:Neck | neck |
mixamorig:Head | head |
mixamorig:LeftArm | leftUpperArm |
mixamorig:LeftForeArm | leftLowerArm |
mixamorig:LeftHand | leftHand |
mixamorig:LeftUpLeg | leftUpperLeg |
mixamorig:LeftLeg | leftLowerLeg |
mixamorig:LeftFoot | leftFoot |
Beyond the trunk and limbs, LeftShoulder and RightShoulder take the VRM shoulder slots, LeftToeBase and RightToeBase the toes, and all five finger chains resolve — LeftHandThumb1 through LeftHandThumb3 become the thumb's proximal, intermediate and distal joints, and the same shape holds for index, middle, ring and pinky. Both spellings of the rig — with the colon and with the prefix fused into the name — are verified on real files in our regression corpus, so a skeleton that maps here maps the same way in the browser preview. When a conversion succeeds, the result panel names what it saw: “mixamo rig”.
What can go wrong with a Mixamo file
A conversion that cannot finish tells you which of these it hit, and returns the credit — you are never charged for a failure.
RIG_WITHOUT_MESH
The file contains a skeleton but no character — you exported a motion clip, not a model.
Re-download the character with skin if the model was the point.
IMPORT_FAILED
The FBX could not be read at all; ASCII FBX is the usual cause.
Re-export as binary FBX — every 3D tool has the option, and Mixamo's own dialog offers 'FBX Binary'.
NO_TEXTURES
The rig converted, but every texture the file asks for is missing, so the model would come out grey. A model file does not contain its textures — it only points at them by filename.
Put the FBX and its texture folder into one .zip and convert that. The credit is returned either way.
NO_ARMATURE
There is no rig in the file — it is a static mesh, and a VRM needs bones.
First check whether the model had a rig that the export dropped — the original beats a generated one and usually carries the face. Otherwise run it through Mixamo's auto-rigger, download as FBX Binary and convert that; auto-rigging moves a body, it does not create expressions.
Frequently asked questions
How do I convert a Mixamo character to VRM?
Download your character from Mixamo as FBX Binary with skin, drop the file into the converter on this page, and the mixamorig: skeleton is mapped onto the VRM humanoid while the materials and textures come along — usually in under a minute. Preview the result in 3D and download the .vrm; it loads directly in VSeeFace, Warudo and VNyan. Your first conversion is free, and a rig that cannot be mapped refunds automatically instead of charging you.
Can I use a Mixamo animation on a VRM avatar?
Not through this converter: a Mixamo motion clip has no mesh, so it is not a model conversion. A VTubing app that plays motions needs the clip in its own format (VRMA for most VRM apps), which this site does not make.
Why does my Mixamo FBX say RIG_WITHOUT_MESH?
Because the file is an animation, not a character: it carries a skeleton and no geometry. Mixamo lets you download a clip on its own, and that download looks identical from the outside. Re-download the character with skin if the model was what you wanted.
Do I have to rename the mixamorig: bones first?
No. The namespace is stripped before any name is matched, and the same rig read by different tools — Blender keeps the colon, three.js fuses it into 'mixamorigHips' — resolves identically. Rename nothing; upload the file as Mixamo gave it to you.
Is there a free Mixamo to VRM converter?
Your first conversion here is free, with nothing to install. After that it is credit packs, and a credit is only spent on success — failures refund automatically, and a result that looks wrong in the 3D preview can be refunded self-serve before you download it. Fully free desktop routes exist too: Blender with the VRM Add-on, or Unity with UniVRM, both with the bone and material work done by hand. The three routes, compared →
The VRM converted but VSeeFace will not open it — what now?
That is usually a version mismatch rather than a broken file: VSeeFace reads VRM 0.x only, while Desktop Mate's avatar loader wants 1.0. This converter writes 0.x, which VSeeFace opens; a file that has to be 1.0 can be re-exported from Blender with the VRM Add-on.
Character Creator, AccuRig or ActorCore?
CC_Base_ bones are mapped and limb twist bones folded in.
Every other input format
The same converter takes FBX, GLB, glTF and ZIPs of them.
No 3D model at all?
Create a photorealistic VRM avatar from a single selfie instead.
No model of your own yet? VTubeMe is also a VTuber maker: upload one selfie and get a rigged VRM avatar.