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

Comparison of Features Supported by USDZ and VRM
Feature | Supported by USDZ | Supported by VRM |
---|---|---|
Morph Targets | Yes | Yes |
Rigid Animations | Yes | Yes |
Skinned Animations | Yes | Yes |
Animations | Yes | Yes |
Free-Form Surfaces | Yes | No |
Geometry Compression | No | Yes |
Quad Meshes | Yes | No |
Basic 3D Geometry | Yes | Yes |
PBR Materials | Yes | Yes |
Transparent Materials | Yes | Yes |
Vertex Colors | Yes | Yes |
Materials | Yes | Yes |
Scene Composition | Yes | No |
Hierarchical Scene Graph | Yes | Yes |
Scene Nodes | Yes | Yes |
Standardized Format | Yes | Yes0 |
Embedded Textures | No | Yes |
Multiple UV Channels | Yes1 | Yes |
Normal Mapping | Yes | Yes |
Procedural Textures | Yes | No |
Texture Compression | No | Yes |
Texture Transforms | Yes | Yes |
Texturing | Yes | Yes |
Limitations of a USDZ Files to VRM Conversion Workflow
The following limitations should be taken into account when converting USDZ files to VRM format:
USDZ Feature (not supported by VRM) | Limitation Details |
---|---|
Free-Form Surfaces | ![]() ![]() Free-Form Surfaces: supported in USDZ, 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 Meshes | ![]() ![]() Quad Meshes: supported in USDZ, 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. |
Procedural Textures | ![]() ![]() Procedural Textures: supported in USDZ, but not in VRM. Procedural texture allow the modeling of surface details through mathematical functions, along with artistic control over various parameters. Typically, they are used for patterns like wood grain or other semi-regular structures. Since they are not using any pixels as source data, procedural textures have, in principle, infinite resolution and are very lightweight to describe. In this example, a procedural texture is used to model the look of a wooden material. Without support for this feature, in this case, the wooden parts won't show any visible details. |
Scene Composition | ![]() ![]() Scene Composition: supported in USDZ, 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. |
Converting and Optimizing USDZ Files to VRM
There are various ways to convert between USDZ and VRM. With RapidPipeline, you can easily convert and and optimize USDZ files, at scale. It supports VRM, as well as many other file formats (examples: 3dsMax, FBX, glTF, OBJ, PLY, STEP, STL, USD), at high quality.
Due to the potential limitations aforementioned on the table above, in principle, one cannot always perfectly convert 3D data between VRM and other formats. In the following, you can find conversion guides between VRM and the most important other formats, along with a rough score for compatibility of this workflow:
What's the best way to get USDZ 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 USDZ 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.
Meet the Author

DGG Team
The 3D Pipeline Company
DGG is on a mission to connect the real and virtual by making 3D models as easy to handle as 2D images.