VRM to FBX converter — rig and shape keys kept
VTubeMe VRM to FBX Converter turns your avatar into a binary FBX for Unity, Unreal or Blender, with the humanoid skeleton whole and the blendshapes as shape keys. You only pay for successful conversions.
What survives the conversion, and what cannot
FBX is an older, wider format than VRM: it carries geometry, skeletons, skin weights, shape keys and textures, and it knows nothing about VTubing. So the parts of your avatar that are ordinary 3D come across, and the parts that only exist because VRM invented them do not.
Comes across
- The full humanoid skeleton, hierarchy intact
- Skin weights, so the mesh still deforms with the rig
- Blendshapes, as named shape keys
- Textures, embedded in the FBX rather than beside it
Does not
- Spring bones — hair and skirt physics are rebuilt in the engine
- MToon shading; FBX stores plain material values
- VRM expression groups, though the shape keys behind them arrive
- VRM metadata: author, licence, usage permissions
Where people take the FBX
Game engines and 3D software do not read .vrm. This converter turns your avatar back into a binary FBX — the humanoid skeleton whole, the blendshapes as shape keys, the textures embedded in the file itself — so it drops straight into Unity, Unreal or Blender.
Unity reads the skeleton as a Humanoid avatar, which is what lets you retarget Mixamo or your own animation clips onto it. Unreal imports it as a skeletal mesh; the shape keys arrive as morph targets for a facial-animation setup. Blender is the usual stop for editing the model itself — reshaping the mesh, fixing weights, adding clothing — before it goes back out to wherever it is needed.
If the destination is another VTubing app rather than an engine, you probably do not want FBX at all: those read VRM natively, and the thing that usually blocks them is the VRM version rather than the format.
Common questions
What comes out — one file or a folder?
One binary FBX with the textures embedded, so there is no texture folder to keep alongside it and nothing to re-link after you move the file. The skeleton comes across whole, and VRM expressions arrive as shape keys on the mesh.
Will the rig still work in Unity or Unreal?
Yes — the humanoid skeleton is preserved, so Unity's Humanoid avatar mapping and Unreal's skeleton import both read it. What does not survive the format is anything VRM-specific: spring bones (hair and skirt physics), MToon shader settings and the VRM metadata. Those are VRM concepts with no FBX equivalent, so you rebuild them in the engine.
Do the facial expressions come over?
The blendshapes do, as shape keys with their original names. The VRM expression GROUPS — the presets that say which blendshapes make up “joy” or an “aa” mouth — are a VRM structure and do not exist in FBX, so you wire your expressions up again on the engine side from the shape keys that arrive.
Why not just export it from Blender myself?
You can, and if Blender is already open that is a fine route: install VRM Add-on for Blender, import the .vrm, then File › Export › FBX with Path Mode set to Copy and the embed-textures button on. This page exists for the case where you do not want to install anything, or where the export settings are exactly what keeps going wrong — Path Mode left on Auto is why FBX files arrive grey.
How much does it cost?
Your first conversion is free. After that a single credit is $2.99, or packs: 3 for $7.99 or 8 for $14.99, shared with the FBX converter and the optimizer. A credit is only spent on a conversion that produced a file — failures refund automatically.
I want to go the other way, FBX into VRM
That is the main converter, and it is the same pipeline in reverse.
I only want to LOOK at the .vrm, not convert it
Then you do not need this page at all — the viewer opens a .vrm in the browser, plays its expressions and animations, and uploads nothing.
My app rejects the VRM over its version
That is a different problem and a free fix: VRM 0.x and VRM 1.0 are different formats, and apps are picky about which they read. The version converter switches between them in the browser.
Don't have a VRM yet?
Turn a selfie into a rigged VRM avatar, or bring a character you already have through the FBX to VRM converter.
Create my VRM avatar