Published November 2, 2026 · Unity Asset Exporter.
FBX is how most rigged characters travel between Mixamo, Blender, Maya and game engines, but VRM apps can't open it. A VRM is a binary glTF with a humanoid bone map and license fields. This FBX to VRM converter reads the FBX in your browser, finds the humanoid bones and writes a VRM 1.0 file with the meshes, textures and expressions.
Convert FBX to VRM in four steps
- Drop the .fbx. If its textures are separate files, select them together with it, or drop the ZIP.
- Check the preview and the list under it: mapped bones, expressions, textures and the file's units. Fix the height if needed.
- Fill in the license fields to match the model's terms.
- Click Convert and download VRM.
Which FBX files work
The FBX needs a humanoid skeleton with the mesh skinned to it — a character you could animate. Bones are matched by their names; these naming styles are recognised:
| Rig | Example bone names |
|---|---|
| Mixamo | mixamorig:Hips, Spine1, LeftArm, LeftForeArm, LeftUpLeg, LeftHandIndex1 |
| VRChat avatars (CATS names) | Hips, Chest, Left arm, Left elbow, Left leg, Left knee, IndexFinger1_L |
| Unity-style | LeftUpperArm, LeftLowerArm, LeftUpperLeg, LeftLowerLeg |
| Blender-style | upper_arm.L, forearm.L, thigh.L, shin.L, foot.L |
| VRoid, 3ds Max Biped | J_Bip_L_UpperArm, Bip01 L Thigh |
Spine bones in between are assigned in order (spine, chest, upper chest). Fingers are mapped when they follow the same naming; they are optional in VRM. If a required bone (hips, spine, head, arms, legs, hands, feet) can't be found, the list under the preview names it and the converter won't write a broken file.
What changes on the way
- Units: the FBX unit setting is read (centimetres for Mixamo and Blender's default export) and everything is converted to metres; node scales such as 0.01 or 100 on the armature are baked in.
- Orientation: the avatar is stood up and turned to face forward, so files exported Z-up arrive upright.
- T-pose: an A-pose is straightened into a T-pose and the mesh re-bound, as VRM expects. Mixamo characters already stand in a T-pose.
- Materials: FBX Phong and Lambert materials become standard PBR materials with the base colour, texture, normal map, emission, transparency and double-sidedness.
- Expressions: blend shapes with common names — VRChat visemes (vrc.v_aa …), VRoid (Fcl_MTH_A …), ARKit blinks and Oculus visemes — become VRM expressions.
- Left out: lights, cameras and static meshes that aren't attached to the skeleton.
Honest limits
- No spring bones: hair and cloth physics (VRChat PhysBones, Dynamic Bones) live in Unity, not in the FBX, so hair stays still.
- No MToon: materials are written as standard glTF materials, not the VRM toon shader.
- Animations in the FBX are not included; a VRM holds the avatar only.
- Textures: PNG, JPEG, TGA and BMP are read, embedded or next to the FBX. PSD, TIFF and DDS textures are reported as missing.
- Old files: FBX older than version 7.0 (FBX 2011) can't be read; re-export it as FBX 2013 or newer.
- The output is VRM 1.0. Apps that read only VRM 0.x need a round trip through UniVRM in Unity.
Check the model's terms first
Converting a file doesn't change what its license allows. Characters bought for a game engine or for VRChat often forbid use in other apps or redistribution. Write the terms into the license fields so VRM apps can show them.