Converting Avatars from Other Apps
If you have an existing avatar for another app, this page has information on how to convert it into a character model you can use in kemorig.
This page is especially focused on if you have an avatar for Unity Engine apps (VRChat, VSeeFace, Warudo, etc) or in VRM format.
Your Goal
To get your character model into kemorig, you want it exported as a .fbx file containing:
- The character’s skinned mesh(es)
- The character’s skeleton
- The character’s Morph Targets for expressions (aka blendshapes, shapekeys)
- The character’s textures (optional)
- These can also be imported into Unreal separately.
What is a .fbx file?
FBX is a standard file format used for exporting/importing between 3D Software and game engines. It is widely supported by most 3D Software and engines.
When converting your avatar from another format, you do not need to worry about anything other than the above.
For example, if you have a Unity-based avatar, you will not be preserving any of the setup work you've done in Unity.
Source Files
Before you begin, it’s important to understand what a source file file.
A source file is the character model authored in a 3D Software. For example, a .blend file for Blender or a .maya file for Maya.
![]()
Ideally, your source file is the starting-point where all exports of your model come from:
![]()
In the above diagram you can see an ideal workflow.
What you want to avoid is situations where you export in the opposite direction:
![]()
In these situations data loss may occur, and in some cases it may require clean-up or repair of your character model to make it look right.
This page offers advice on how to navigate situations where you don’t have access to a source file.
Try to Obtain a Source File
You may be in a situation where you have an avatar in one format, but don’t have the source file. Perhaps you purchased or commissioned an avatar and did not receive the source.
In this case, the first thing to do is try to get access to the source file.
- The artist may be able to provide it for you.
- The artist may not provide it, but may be able to export a new .fbx for you.
If you can do this you will avoid most of your problems. If not, you need to do some legwork.
Note that a .fbx file is not a source file. FBX is used to export/import between applications.
However, there are situations where you may purchase a character model, receive a .fbx file, and it contains all data for the model. In this case, you can import it into 3D Software to make a new source file to work from.
Should You Make a New Source File?
Let’s say you aren’t able to access your character model’s source file.
In this case, there are 2 paths you can take:
- Get the file you have into a 3D Software (e.g. Blender), save a new source file, and work from there.
- Get the file you have into FBX format, and import directly into Unreal Editor.
The first option is recommended. This gives you the most control over your model to get the best results, and it will let you make additions later. You’ll need to know some basic 3D art skills to navigate it.
However if you do not have 3D art experience or just need to get something into Unreal, it may be easier to forgo making a source file. Just know that this will make it difficult to fix problems or make changes later.
You Have a Unity Project (for VRChat or other Unity-based apps)
If you have a Unity Project for your avatar, here is what you can do.
Does it Have an FBX Inside?
Your Unity Project may contain an FBX file from when the model was originally imported into Unity. Search through the folders of the project to try and find one.
If it does have an FBX file, you’re in luck! You can import this file into a 3D Software, or into Unreal directly.
Export a New FBX from Unity
If the project does not have an existing FBX file, you can try exporting an FBX from unity.
However, this export may need to be cleaned-up in a 3D Software before it’s ready for Unreal. Problems that are known to happen include:
- Unity may zero-out all bone rotations, making some tracking (especially hand tracking) not function correctly. The bones would need to be re-oriented in 3D Software.
- Unity may insert invisible objects into the skeleton’s bone heirarchy, which can cause issues with FBX exporters/importers. These may need to be removed in 3D Software.
You can try importing this FBX directly into Unreal (it might work!), but it will probably need to be cleaned-up in 3D Software.
You Have a VRM File
If you have a VRM file for your avatar, you have a couple options.
VRM to Blender
You can import your VRM file into Blender using the 3rd party VRMformat add-on.
This will result in a source file that is, most-likely, easy to export a clean FBX file from.
Note that the VRMformat add-on comes with many other features intended for a VRM workflow. You will want to ignore these features and only use the importer.
VRM to Unreal (not recommended)
There is also a 3rd party Unreal plugin that can import VRM files called VRM4U. There is a guide on how to use it here (follow just the first few steps, until the character is imported).
However, it’s recommended to use the Blender method instead for a few reasons:
- This plugin will put other new things into your editor project that are not compatible with kemorig.
- This plugin produces additional assets on-import that are not compatible with kemorig.
- It’s about the same difficulty to use the Blender method, which will result in you having more control of your model.
You have a VSFAvatar File (VSeeFace)
If you only have a VSFAvatar file, it will take some effort to convert it for use. This is a VSeeFace-specific file format, 2 layers removed from a source file.
It’s possible to use the VSF SDK in a Unity Project to bring your VSFAvatar back into Unity. From there you can export it as an FBX.
There is a community member’s tutorial on how to do this available here.