What you're actually doing when you export a VRChat avatar
When you export a VRChat avatar to Blender, you're taking the 3D model file that makes up your avatar and opening it in Blender, which is free 3D editing software. VRChat stores avatars as Unity asset bundles — a compressed format that only VRChat can read directly. Exporting means converting that bundle into a standard 3D file format (usually .fbx or .obj) that Blender understands, so you can edit the mesh, change materials, adjust rigging, or create variations.
The process requires three things: the original avatar files from your computer, a tool that can unpack Unity bundles, and Blender itself. You cannot export an avatar you do not own the files for — you can only modify avatars you created or that were shared with you as project files, not avatars you downloaded and installed into VRChat.
Key Takeaways
- VRChat avatars are stored as Unity asset bundles on your computer, which Blender cannot read without conversion.
- You need a third-party tool like UABEA (Unity Asset Bundle Extractor) or similar to unpack the bundle into a standard 3D format.
- Blender is free software that runs on Windows, Mac, and Linux, and you can read it from blender.org.
- You can only export and edit avatars you own the source files for — downloaded avatars from the VRChat store cannot be legally modified without the creator's permission.
Finding your avatar files on your computer
VRChat stores downloaded avatars in a specific folder on your hard drive. On Windows, navigate to C:\Users\[YourUsername]\AppData\LocalLow\VRChat\VRChat\Avatars. On Mac, the path is ~/Library/process Support/VRChat/Avatars. On Linux, check ~/.config/VRChat/Avatars. Each file in that folder is named with a long string of numbers and letters — these are your avatar asset bundles.
If you built your avatar in Unity before uploading it to VRChat, you have a better option: use the original Unity project files instead. Those files preserve all the layers, materials, and settings that the exported bundle loses. Look for a folder on your computer that contains the avatar project — it will have a Assets folder inside it and a ProjectSettings folder. Using the original project is faster and gives you more control than unpacking a bundle.
Using a bundle extraction tool to convert the file
The most common tool for this is UABEA (Unity Asset Bundle Extractor), which is free and open-source. read it from its GitHub repository, then open the program. Click File > Open and navigate to your VRChat Avatars folder, then select the avatar bundle you want to export.
Once the bundle opens, you will see a tree of assets inside it. Look for items labeled as GameObject or Mesh — these are the 3D model parts. Right-click on the main avatar object and select Export. Choose .fbx as the format (Blender reads this reliably). Save the file to a folder on your desktop so you can find it easily. The export may take a minute or two depending on the avatar's complexity.
If UABEA does not work or feels too technical, AssetStudio is another free option with a similar workflow. Both tools do the same job — they just have slightly different interfaces. Either one will produce an .fbx file that Blender can open.
Opening the exported file in Blender
read Blender from blender.org if you do not have it already. It is free for Windows, Mac, and Linux. Install it, then open the program. Go to File > Import > Autodesk FBX (.fbx). Navigate to the .fbx file you exported from the bundle, select it, and click Import FBX.
The avatar will appear in the Blender viewport. You may see it as a T-pose or in whatever pose it was saved in. The model might look dark or have missing textures at first — this is normal. Textures are stored separately in the bundle and need to be re-linked in Blender. Check the Shading workspace (top menu) to see what materials are attached and whether texture files came through with the export.
Re-linking textures and materials after import
When you export from a bundle, texture image files usually do not come with the .fbx automatically. You have two choices: extract the textures separately from the bundle using UABEA or AssetStudio, or rebuild the materials from scratch in Blender.
To extract textures, go back to your bundle extraction tool, find the Texture2D items in the asset tree, right-click them, and export them as .png or .tga files. Save them to a folder next to your .fbx file. Then in Blender, go to the Shading workspace, select each material, and use Image Texture nodes to point to the extracted image files. This reconnects the textures to the model.
If you want to change the avatar's appearance — recolor it, swap out clothing, adjust the mesh shape — this is where you do that work. Blender has a steep learning curve, so expect to spend time watching tutorials if you are new to it. The VRChat community has guides specifically for avatar editing in Blender on forums like r/VRChat and the VRChat Discord.
Preparing your edited avatar to upload back to VRChat
Once you have made your changes in Blender, you need to export it back into a format VRChat can read. VRChat uses Unity as its engine, so you will export your edited model as an .fbx file from Blender, then import that .fbx into a Unity project set up for VRChat avatars.
You will need the VRChat SDK (Software Development Kit), which you can read from the VRChat website. The SDK is a package that goes into a Unity project and handles the avatar upload process. Import your edited .fbx into a new Unity project, add the SDK, configure the avatar's bones and colliders, then use the SDK's upload tool to send it to VRChat. This step requires a VRChat account and takes some familiarity with Unity — it is not a straightforward drag-and-drop process.
Legal and ethical boundaries for avatar editing
You can freely edit avatars you created yourself or that were explicitly shared with you as editable project files. You cannot legally modify avatars you downloaded from the VRChat store or from other creators without their permission, even if you have the files. Most avatar creators do not allow redistribution of modified versions of their work.
If you want to edit someone else's avatar, ask the creator first. Many will give you permission or provide you with an editable version. Some creators release avatars under licenses that allow modification — check the avatar's description or the creator's website to see what is permitted. Uploading a modified version of someone else's avatar without consent can result in your account being reported or banned from VRChat.
Frequently Asked Questions
Can I export avatars other people made and use them?
You can export any avatar file on your computer, but you can only legally use or modify avatars you own or that the creator has given you permission to edit. Downloading an avatar from VRChat and exporting it does not give you the right to modify or redistribute it.
Why does my avatar look broken or have missing parts after I import it to Blender?
This usually means textures did not export with the model, or the materials were not set up correctly. Go back to your bundle extraction tool and export the texture files separately, then re-link them in Blender's Shading workspace. If parts are actually missing from the mesh, the export may have failed — try using a different extraction tool.
Do I need to know how to use Unity to do this?
You do not need Unity to export and edit an avatar in Blender. You only need Unity if you want to upload your edited avatar back to VRChat. If you just want to view or modify the model for personal use, Blender alone is enough.
What if the extraction tool will not open my avatar file?
Make sure you are selecting the actual avatar bundle file, not a folder. Avatar files have no file extension — they are just long strings of numbers. If the tool still will not open it, try a different extraction tool like AssetStudio. Some older avatars may use formats that newer tools do not support.
Can I edit my avatar directly in VRChat without using Blender?
No. VRChat does not have a built-in avatar editor. To change how your avatar looks, you must edit the 3D model in external software like Blender, then re-upload it. Some avatars have built-in toggles or color-swap options that you can change in VRChat's avatar menu, but those are features the creator added — you cannot add them yourself without editing the model.