Mixamo to VRM converter — rig preserved
VTubeMe's Mixamo to VRM converter turns a rigged Mixamo FBX into a VTubing-ready VRM online — humanoid bones mapped, MToon materials, 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. You only pay for successful conversions.
A Mixamo animation is not a Mixamo character
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, that is a different mode, not a different site: switch the tool above to Animation → VRMA and drop the same clip. It is retargeted onto the VRM humanoid, so the resulting .vrma plays on any VRM avatar, and you can preview it on a sample model before downloading.
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.
Take the offered 'Convert it as an animation' button, or 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.
Run it through Mixamo's auto-rigger first, download as FBX Binary, then convert.
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 materials are converted to MToon — 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?
Yes, but through the other mode: a Mixamo motion clip has no mesh, so it is not a model conversion. Switch the tool to 'Animation → VRMA' and drop the clip — the motion is retargeted onto the VRM humanoid, so one converted .vrma plays on any VRM avatar, not just the character you exported it with. Open the Animation → VRMA mode →
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. The converter recognises the shape and offers to convert it as an animation on the spot — no re-upload — or you can 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. The version converter reads a file's own version and rewrites it to the other one, carrying humanoid bones, expressions, look-at, spring bones and MToon materials across. Open the VRM 1.0 ↔ 0.x converter →
MMD model instead?
Japanese bone names are read as they are — but PMX needs an export first.
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, .blend and Sketchfab-style ZIPs.
No 3D model at all?
Create a photorealistic VRM avatar from a single selfie instead.