Character Creator to VRM converter: CC_Base_ mapped

Drop a Character Creator or iClone FBX export, or an AccuRig or ActorCore download, and get a VRM. The CC_Base_ skeleton is mapped onto the VRM humanoid, the twist bones are folded into their limbs, and the facial shapes come along. Free, no account.

Where the CC skeleton differs

Reallusion's skeleton names every bone CC_Base_, splits the spine into Waist, Spine01 and Spine02, and adds twist bones in the upper arms, forearms and thighs. The converter reads the names, maps the segments by where they sit in the chain, and keeps the extra bones as children so the mesh keeps its weights.

What happens to the twist bones

A VRM humanoid has no twist slots. The twist bones are left in the skeleton under their limb, so the weights painted on them still deform the mesh, and the humanoid map points at the main bones. In an app, the twist bones follow their parent and do not twist on their own.

Character Creator bone names the converter maps

Left side shown; the R_ bones take the right-hand slots. AccuRig and ActorCore characters carry the same names, so the rows hold for them too.

Character Creator boneVRM humanoid bone
CC_Base_Hiphips
CC_Base_Waistspine
CC_Base_Spine01chest
CC_Base_Spine02upperChest
CC_Base_NeckTwist01neck
CC_Base_Headhead
CC_Base_L_UpperarmleftUpperArm
CC_Base_L_ForearmleftLowerArm
CC_Base_L_HandleftHand
CC_Base_L_ThighleftUpperLeg
CC_Base_L_CalfleftLowerLeg
CC_Base_L_FootleftFoot
CC_Base_Pelvisa support bone under the hip, left outside the humanoid on purpose

CC_Base_L_Clavicle and its right-hand twin become the shoulders, CC_Base_L_ToeBase the toes, and the finger chains resolve through their short CC names: Thumb1 to Thumb3, Index1 to Index3, Mid1 to Mid3, Ring and Pinky the same. The facial blend shapes become VRM expressions under their own names.

What can go wrong with a Character Creator file

A conversion that cannot finish tells you which of these it hit.

NO_TEXTURES

Every image the model names is missing: CC exports write the textures beside the FBX.

Zip the FBX with the texture folder the export made and drop the zip.

TEXTURES_UNREFERENCED

Images arrived but the materials name none of them.

Export with Embed Textures on, or keep the folder structure the export wrote.

IMPORT_FAILED

The FBX could not be read.

Export as FBX Binary from Character Creator; the ASCII option cannot be read.

ZIP_TOO_LARGE

The zip is over the upload limit, usually because of 4K textures.

Export with 2K textures, or shrink the images, and zip again.

Frequently asked questions

Does it read CC_Base_ bones?

Yes, by name, for the body, the fingers and the toes. There is nothing to rename.

What happens to twist bones?

They stay in the skeleton under their limb, so the weights keep working, and the humanoid map points at the main bones.

Can I convert an AccuRig or ActorCore character?

Yes. They carry the same skeleton and follow the same rows.

CC_Base_Pelvis is missing from the humanoid

Because CC_Base_Hip carries the leg weights and takes the hips slot; Pelvis is kept as a parent with no role.

My export came out grey.

The textures were beside the FBX and not in the upload. Zip the FBX with its texture folder.

Does it cost anything?

No. Every tool on Shapeweld is free, and there is no account.