PMX to FBX converter — MMD model in, one FBX out

VTubeMe PMX to FBX Converter imports your MMD model the way Blender with MMD Tools would, and writes a binary FBX: bones, weights, morphs as shape keys and the textures, in one file. No Blender, no add-ons — and you only pay for successful conversions.

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What comes across, and what cannot

The conversion is faithful: the model keeps its bone names, hierarchy and pose. Only what FBX has no place for is left behind.

Comes across

  • Every bone, with its MMD name and parent
  • Skin weights, so the mesh deforms with the rig
  • Vertex morphs, as shape keys with their original names
  • Textures (PNG, BMP, TGA), embedded in the FBX
  • Materials as standard ones, one per MMD material
  • Real-world scale: one MMD unit is 8 cm

Does not

  • Rigid bodies and joints — hair and skirt physics
  • IK, and the “append” links D-bones rely on (see below)
  • Bone, material and group morphs
  • Toon ramps, sphere maps and MMD's outline
  • Display frames and other MMD-only data

The one thing to know: D-bones

Many MMD models bind the legs to a second set of bones — 足D, ひざD, 足首D — that copy the rotation of the ordinary 足, ひざ and 足首 through an append link. MMD evaluates that link; FBX cannot store it. So in Unity, Unreal or Blender, rotating 足 moves the bone but the D-bones, and the mesh bound to them, stay where they were.

Two ways out: animate the D-bones instead of the ordinary ones, or parent each D-bone under its twin (足D under 足, ひざD under ひざ, 足首D under 足首) before you animate. Our MMD to VRM converter does exactly that re-parenting for you, because a VRM has to walk.

Where people take the FBX

  • Blender, Maya, 3ds Max — edit the mesh, the weights or the materials without installing MMD Tools.
  • Unity — imports as a Generic rig as it is. For Humanoid, map the Japanese bone names by hand in the Avatar configuration.
  • Unreal Engine — a skeletal mesh; the shape keys arrive as morph targets.
  • VTuber apps (VSeeFace, Warudo, VNyan) — they read VRM, not FBX. Use MMD to VRM instead: the humanoid is mapped and あいうえお and まばたき become expressions.

Common questions

What do I upload — the .pmx alone?

The model folder as a .zip (or .7z / .rar): the .pmx and its tex/ folder together. A .pmx only points at its textures by filename, so on its own it converts grey — the page warns you before the upload when the textures are missing. Several .pmx files in one archive (costume variants) are listed and you pick one.

Are the Japanese bone names kept?

Yes. Every bone keeps its MMD name (センター, 上半身, 左腕…) and its place in the hierarchy; nothing is renamed or removed. That is what makes the file faithful — and it is also why Unity's Humanoid auto-mapping will not recognise the names by itself: map the bones by hand in the Avatar configuration, or, if you are going to a VTuber app, convert to VRM instead, which maps the humanoid for you.

MMD to VRM converter →

Do the morphs come through?

Vertex morphs do — あ, い, う, え, お, まばたき, 笑い and the rest arrive as shape keys with their original names. Bone morphs, material morphs and group morphs are MMD features with no FBX equivalent and are not converted.

Why does the leg mesh not follow when I animate the leg?

Because of the D-bones. Many MMD models weight the legs to 足D, ひざD and 足首D, which in MMD copy the rotation of the ordinary leg bones through an "append" link. FBX cannot store that link, so in Unity or Blender the D-bones stay put when you rotate 足 or ひざ. Either animate the D-bones, or parent each D-bone under its twin (足D under 足, and so on) before animating.

Can I play MMD motions (.vmd) on the FBX?

Not directly — a VMD is keyed by the MMD bone names and relies on IK and append links, which FBX does not keep. For motion work, keep the model in MMD or Blender with MMD Tools; use the FBX where a plain rigged mesh is what you need.

What does it cost?

Your first conversion is free. After that a single credit is $2.99, or packs: 3 for $7.99, 8 for $14.99, shared with every paid tool on the site. A credit is spent only on a conversion that produced a file; failures refund automatically, and a result you have not downloaded can be refunded from the result panel.

Something came out wrong

Refund it before downloading from the result panel. If the file matters, a person can do the conversion by hand ($7.99) — the option is in the result panel. Otherwise, support@vtubeme.com.

May I convert a model I downloaded?

The converter cannot check that for you. Many MMD models forbid conversion to other formats or use outside MMD in their readme. Read the model's terms first, and keep the result to what they allow.

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