VRM to FBX converter: rig and shape keys

Drop a .vrm, 0.x or 1.0, and get one binary FBX with the skeleton, the skin weights, the expressions as shape keys and the textures embedded, ready for Unity, Unreal, Maya or Blender.

What comes across, and what cannot

Comes across

  • · The humanoid skeleton with every bone, so Unity Humanoid and Unreal's importer read it
  • · Skin weights
  • · Blend shapes, as shape keys under their original names
  • · Textures, embedded in the FBX so nothing travels beside it

Does not

  • · Spring bones: hair and skirt physics are a VRM concept with no FBX equivalent
  • · MToon shading settings: the materials arrive as plain PBR
  • · VRM expression groups and metadata: rewire the presets in the engine from the shape keys that arrive

How to convert VRM to FBX

  1. Drop the .vrm on the page. Up to 100 MB; both VRM versions are read.
  2. The converter writes a binary FBX on our server with the textures embedded; a minute for most avatars.
  3. Preview the FBX in the browser, then download it. Both files are deleted 3 days later.

One file for the engine

The FBX arrives self-contained: open it in Unity, Unreal, Maya or Blender and the textures are already bound, which is what usually goes wrong when people export FBX by hand with the path mode left on Auto. The skeleton is the VRM humanoid, so Unity's Humanoid mapping and Unreal's skeleton import both resolve it without help.

What has no place in FBX

Everything VRM-specific: spring bones, the MToon shader parameters, the expression presets that say which shape keys make a smile, the licence block. Those are rebuilt on the engine side from the shape keys and materials that do arrive.

Questions

One file or a folder?

One binary FBX with the textures inside; no folder to keep together.

Will the rig work in Unity or Unreal?

Yes. The humanoid skeleton is preserved, and both engines read it as a humanoid.

Do the expressions come across?

The shape keys do, with their names. The VRM presets that group them are not an FBX concept; wire them up in the engine.

Why not export from Blender myself?

You can, with the VRM add-on and the path mode set to Copy with embedded textures. This page is for the case where nothing is installed.

I want FBX into VRM, the other way.

That is the main converter, the same pipeline in reverse.

What happens to my file?

Uploaded, converted, kept 3 days for the preview and download, then deleted.

Keep it a VRM, change its version

An app that refuses your VRM usually wants the other version. The VRM version converter switches between 0.x and 1.0 without touching the geometry.