Use the Union Avatars Converter to upload and convert files automatically. 🛠️ The "Pro" Fix: Blender VRM Add-on
The avatar is too small, too large, or oriented incorrectly in the VR application. The "Fixed" Workflow: Using Unity and UniVRM
This comprehensive guide will walk you through the exact steps to convert a GLB file to a functional VRM, while permanently fixing the most common rigging, texture, and expression errors. 🛠️ Step 1: Prepare Your GLB File
If you want to troubleshoot a specific issue with your model during this conversion, tell me: originally created your GLB file? convert glb to vrm fixed
(typically spheres) to the arms or body to prevent hair or clothing from clipping through the skin. 6. Metadata and Export Fill Meta Info:
Non-standard rigs cause distorted limbs and unnatural movements.
Rename core bones to match standard humanoid naming (e.g., Hips , Spine , Chest , Neck , Head , LeftShoulder , LeftUpperArm , LeftLowerArm , LeftHand ). Use the Union Avatars Converter to upload and
: Go to the VRM LookAt Head component on your main avatar GameObject. Under "Left Eye" and "Right Eye", ensure your actual eye bone transforms are linked. If your model uses shape keys instead of bones for eyes, change the LookAt type from Bone to BlendShape . Fix 3: Rigid Hair and Clothes (Missing Spring Bones)
What are you trying to use the VRM in (VRChat, VSeeFace, etc.)? Is your model already rigged (has a skeleton)?
If your model cannot smile, blink, or open its mouth, the VRM blend shape proxy is empty. 🛠️ Step 1: Prepare Your GLB File If
are attached to flowing hair and clothing chains.
Map your blend shapes (shape keys) in the VRM BlendShape Group panel to ensure facial expressions export correctly.
Drag the GLB model from the Assets folder into the Hierarchy.
Select the armature, navigate to the tab on the right side, and locate the VRM Component panel.
👀 Step 4: Fixing Eye Tracking and Expressions (BlendShapes)