Published November 1, 2026 · updated November 2, 2026 · Unity Asset Exporter.
Avatars sold for VRChat on Booth or the Unity Asset Store usually arrive as a .unitypackage.
VRM apps can't open that archive. This tool reads the avatar's FBX and its Unity Humanoid
settings from the package and writes a VRM 1.0 file with the skeleton, meshes, textures,
expressions and license information.
Convert in four steps
- Drop the package onto the box above. It is read locally — nothing is uploaded.
- Open the avatar's FBX in the model list and check it in the preview.
- Click Download VRM avatar. The button appears only for rigs with a humanoid skeleton.
- Fill in the name, author and license fields to match the license you bought the model under, pick the meshes to include, and download the
.vrm.
What the converter does
- Humanoid bones from Unity: the avatar author's Humanoid mapping is read from the FBX
.metafile inside the package, so hips, spine, arms, legs and fingers land on the right bones — even when the left and right fingers share the same names. - Bones by name when a model has no Humanoid setup (Mixamo, many Blender and Synty rigs).
- T-pose: VRM expects a T-pose. Avatars saved in an A-pose get their arms straightened and the meshes re-bound, so nothing stretches.
- Facing and scale: the avatar faces +Z and is written in metres, as VRM 1.0 requires.
- Expressions: VRChat viseme blend shapes (
vrc.v_aa,vrc.v_ih,vrc.v_ou,vrc.v_e,vrc.v_oh) and blink shapes become VRM expressionsaa,ih,ou,ee,ohandblink. - Several characters in one FBX: pick the meshes that make up one avatar; the rest are left out.
Which apps open the file
The output is VRM 1.0. VRoid Hub, Warudo, UniVRM in Unity and three.js (three-vrm) read VRM 1.0. Some older VTuber apps read only VRM 0.x; for those, import the file into Unity with UniVRM and export it as VRM 0.x.
Honest limits
- Materials are standard PBR, not MToon toon shading; the look can differ from VRChat's toon shaders.
- Hair and skirt physics (VRChat PhysBones, Dynamic Bones) are not converted to VRM spring bones, and collision shapes are not created.
- Eye look-at and first-person settings use VRM defaults.
- Rigs without a humanoid skeleton (animals, props, vehicles) can't become VRM; the button stays hidden for them.
Check the license first
Many avatar licenses (for example VN3 licenses on Booth) limit which platforms and apps an avatar may be used on, and some forbid converting it. Converting a file doesn't change what its license allows. The license fields in the dialog are written into the VRM so apps can show them; set them to match your license.