The Complete Inventor to VRM Conversion Guide

July 18, 2025

General Information

This guide is part of the RapidPipeline 3D Formats Knowledge Database. It shows how to convert Inventor to VRM, if you'd like to know more about the formats, please check out the following links:

Converting and Optimizing Inventor Files to VRM

There are various ways to convert between Inventor and VRM. With RapidPipeline, you can easily convert and and optimize Inventor files, at scale. It supports VRM, as well as many other file formats (examples: 3dsMax, AutoCAD, CATIA, Creo, FBX, glTF, Navisworks, OBJ, PLY, Revit, Solid Edge, SolidWorks, STEP, STL, USD, USDZ), at high quality.

Below you can find a video explaining how to convert your files:

What are Inventor and VRM files commonly used for?

The Inventor file is a format mostly used for Professional 3D CAD software for mechanical design, simulation, visualization, and documentation.
The VRM file is a format mostly used for animated 3D avatar models.

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Comparison of Features Supported by Inventor and VRM

FeatureSupported by InventorSupported by VRM
Morph TargetsNoYes
Rigid AnimationsPartial0Yes
Skinned AnimationsNoYes
AnimationsPartial1Yes
Free-Form SurfacesYesNo
Geometry CompressionNoYes
Quad MeshesYesNo
Basic 3D GeometryYesYes
PBR MaterialsPartial2Yes
Transparent MaterialsYesYes
Vertex ColorsPartial3Yes
MaterialsYesYes
Scene CompositionYesNo
Hierarchical Scene GraphYesYes
Scene NodesYesYes
Standardized FormatPartial4Yes5
Embedded TexturesPartial6Yes
Multiple UV ChannelsPartial7Yes
Normal MappingNoYes
Procedural TexturesNoNo
Texture CompressionNoYes
Texture TransformsPartial8Yes
TexturingPartial9Yes

0 - Supports rigid body animations for mechanical assemblies, motion studies, and presentation purposes to demonstrate product functionality.
1 - Basic animation capabilities for assembly motion studies, presentations, and design validation rather than complex character or organic animations.
2 - Basic physically-based rendering material support through appearance properties for realistic visualization and presentation.
3 - Limited per-vertex color support, primarily through part coloring and display properties rather than detailed vertex color manipulation.
4 - Uses proprietary Inventor file formats but provides extensive import/export capabilities for industry standards like STEP, IGES, and other CAD formats for interoperability.
5 - VRM relies on the glTF format for storage of mesh and texture data.
6 - Textures can be included with material definitions but with limited embedding capabilities compared to graphics-focused formats.
7 - Basic UV mapping support through material assignments, focused on mechanical visualization rather than complex mapping workflows.
8 - Limited texture transformation support mainly through material properties and visual styles for presentation purposes.
9 - Basic texture mapping capabilities primarily for visualization and rendering purposes through material assignments and appearance properties.

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Limitations of Inventor Files to VRM Conversion Workflow

The following limitations should be taken into account when converting Inventor files to VRM format:

Inventor Feature (not supported by VRM)Limitation Details
Free-Form SurfacesFree-Form Surfaces illustratedlack of support for Free-Form Surfaces illustrated
Free-Form Surfaces: supported in Inventor, but not in VRM.

Free-form surfaces allow a CAD user to design surfaces with advanced controls over curvature and continuitiy. While these surfaces are common for CAD models (in the form of so-called boundary representations or "B-reps"), they need to be converted to polygonal triangle or quad data to work with most 3D rendering engines - a process called tessellation. In this example, a surface patch is used to describe a part of a curved surface of a product. Without support for this feature, the free-form surface has to be tessellated into quads or triangles.
Quad MeshesQuad Meshes illustratedlack of support for Quad Meshes illustrated
Quad Meshes: supported in Inventor, but not in VRM.

Quad meshes are a common way to hand-model and edit 3D models. 3D artists get intuitive control and such meshes are also easy to refine, as well as well-suited for creation of skinned animations. However, real-time rendering pipelines and hardware are usually all based on triangles, so if a 3D model should not be edited any more, it is safe to convert quads to triangles (and engines will do this automatically before sending data to the rendering hardware). In this example, a part of a mesh is modeled with quads. Without support for this feature, quads will have to be triangulated, producing a pure triangle mesh.
Scene CompositionScene Composition illustratedlack of support for Scene Composition illustrated
Scene Composition: supported in Inventor, but not in VRM.

Scene Composition describes the process of composing a scene through links from a main scene that pull in various other scenes/3D models. This can also happen in a nested fashion (through multiple levels of linkage). With a target format not supporting this feature, references to external models must be resolved and the content be baked into one 3D model, which is then saved in that target format.

What's the best way to get Inventor files into my 3D applications, and are there alternatives to using VRM?

Doing 3D conversion right, especially at scale, can be tricky, as 3D data is in general a rather complex (yet very powerful!) medium. This also applies to Inventor and VRM files - the conversion guide above provides a rough first idea about that. Once you know what you would like to do, tools like RapidPipeline can help you perform the necessary steps, and to even automate the process for thousands or even millions of files.

Especially when introducing pipelines and workflows at scale in an enterprise context, it is usually good to rely on dedicated tools and expertise, making sure you do not introduce any steps into your 3D workflow that are detrimental to the final output's quality, or that take your team too much time (and money).

If you're interested to hire dedicated expertise from the best in the field to help your company reach your goals fast and reliably, please do not hestitate to contact DGG. Being the creators of RapidPipeline, and ambassadors for open 3D standards for more than a decade, we have been building some of the world's most advanced 3D pipelines, having processed many millions of 3D assets.

Therefore, our expertise will help you to reach your goals faster, at scale, and with the least possible friction, since we are focused on maximum interoperability.

To get started with 3D data conversion and optimization today, sign up for a free account!

If you have any questions, feel free to chat with our human team.

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3D Knowledge Team

3D Technical Artists

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