Published November 2, 2026 · Unity Asset Exporter.
A VRM file is a GLB: the same binary glTF, plus a VRMC_vrm extension that says which node is the
hips, the head or the left hand, which blend shapes are the blink and the mouth shapes, and what the license allows.
Renaming a .glb to .vrm doesn't add that, so VRM apps reject it. This GLB to VRM converter writes it for you and
saves a VRM 1.0 file.
Convert GLB to VRM in four steps
- Drop the .glb, or the .gltf together with its .bin and texture files (or their ZIP).
- Check the preview and the list under it: mapped bones, expressions and textures. Fix the height if needed.
- Fill in the license fields to match the model's terms.
- Click Convert and download VRM.
What a GLB needs to become a VRM
- A skeleton with the mesh skinned to it. A static GLB (a statue, a prop, a scan) has nothing to animate.
- Humanoid bones with recognisable names, such as Mixamo (Hips, Spine, LeftArm, LeftForeArm, LeftUpLeg), Unity-style (LeftUpperArm), Blender-style (upper_arm.L, thigh.L), VRChat CATS names (Left arm, Left knee) or VRoid (J_Bip_L_UpperArm). Fingers are mapped when they follow the same naming.
- Uncompressed data. Draco or meshopt compressed meshes and KTX2 textures can't be read; export without compression.
What changes on the way
- Scale and orientation: node scales are baked into the mesh so every node has scale 1, the feet are put on the floor and the avatar faces forward (+Z), as VRM 1.0 expects.
- T-pose: an A-pose is straightened into a T-pose and the mesh re-bound.
- Expressions: blend shapes with common names become VRM expressions — Oculus visemes (viseme_aa …) and ARKit blinks (eyeBlinkLeft, eyeBlinkRight) as used by many glTF avatars, VRChat visemes and VRoid names.
- Materials: glTF PBR and unlit materials are kept as they are, with their textures.
- Left out: animations, lights, cameras and static meshes that aren't attached to the skeleton.
OBJ to VRM?
An OBJ file stores only a static mesh: no skeleton and no skin weights. A VRM avatar needs both, so an OBJ can't be converted to VRM directly — not here and not anywhere without rigging. Rig the model first: Mixamo's free auto-rigger accepts an OBJ and gives back a rigged FBX, which you can then convert on the FBX to VRM page.
Honest limits
- No spring bones: hair and cloth physics are not created, so hair stays still.
- No MToon: materials stay standard glTF materials, not the VRM toon shader.
- 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. Write the model's terms into the license fields so VRM apps can show them.