How to convert PMX to OBJ
- 1
Open the whole model
Drop the .zip you downloaded, or the unzipped folder, so the converter gets the .pmx and the texture images next to it. A single .pmx works too, but then the OBJ has no textures.
- 2
Check the preview
The model appears in its rest pose. The panel lists vertices, triangles, materials and which textures were found or are missing, so you know before you download.
- 3
Choose the scale
Metres (x 0.08) matches what Blender mmd_tools imports, centimetres (x 8) suits Maya, 3ds Max and Unreal, and MMD units keeps the numbers from the file.
- 4
Convert and download
Press Convert to OBJ. You get one zip with the .obj, the .mtl and the texture images side by side. Unzip it and import the .obj; keep the files together so the materials find their images.
Private by design. The PMX file and its textures are read by JavaScript on your own device and the OBJ is written there too. Nothing is uploaded to a server, which matters for paid Booth models and models whose terms forbid re-uploading.
What changes from PMX to OBJ
PMX / PMDMikuMikuDance model- A binary model with a mesh, materials (each with a texture, toon ramp and sphere map), a bone skeleton, morphs (facial expressions) and physics bodies for hair and skirts. PMD is the older version from MMD 7 and before.
OBJWavefront mesh- Plain-text vertices, UVs, normals and faces. Each PMX material becomes its own OBJ group with usemtl, so you can still select the hair, face or clothes separately after import.
MTLMaterial library- One entry per material with its diffuse colour, opacity and the texture file name (map_Kd). Alpha from the texture is kept for hair cards and eyelashes.
TexturesPNG, JPG, BMP- PNG, JPG and BMP colour textures are copied as they are. TGA and DDS textures are re-saved as PNG, because many OBJ importers cannot open them.
Not in OBJBones, morphs, physics- OBJ is a static mesh format, so the skeleton, morphs, toon ramps, sphere maps (SPA/SPH) and rigid bodies are not written. The mesh is saved in its rest pose (usually an A-pose or T-pose).
Which scale to pick
MMD has its own unit: a typical 158 cm character is about 20 units tall. If you import that into Blender unchanged, it is a 20 m giant. The metres option multiplies every vertex by 0.08, the same factor the Blender mmd_tools add-on uses, so the character comes in at about 1.6 m. Centimetres gives the same size for apps that work in cm, like Maya, 3ds Max and Unreal Engine. Pick MMD units only if you want to compare with other MMD exports.
For 3D printing, metres is the simplest choice: most slicers read OBJ numbers as millimetres, so a 1.6 m character comes in as a 1.6 mm speck and you scale it up by percent. Or open the OBJ in our OBJ to STL converter and set the final height there.
When textures are missing
A PMX stores texture paths such as tex\hair.png, relative to the .pmx file. If you only drop the .pmx, those images are not available and the converter lists them as missing; the OBJ still has the right UVs and the MTL still names the files. Drop the whole folder or the original .zip instead. Paths are matched without caring about upper or lower case or the Windows backslash, which fixes most models made on Windows.
Japanese file names are handled: zips made on Japanese Windows use Shift-JIS names, and the converter decodes them so a texture called 髪.png is still found. If a model has several .pmx files (outfit variants are common), choose the one you want from the list before converting.
After you import the OBJ
In Blender, use File > Import > Wavefront (.obj). Each material comes in as its own slot with its texture. MMD often uses a texture with transparency for hair tips and eyelashes; if they show as black, set the material blend mode to Alpha Clip or Alpha Hashed. Faces in MMD are often double-sided, so turn off Backface Culling if parts look hollow.
If you need the bones and morphs, OBJ is the wrong target: use GLB, which keeps the skeleton. The PMX Viewer on this site exports GLB and lets you play a .vmd motion and try the morphs before you download. Always read the readme that came with the model: many MMD models allow use in MMD only, and converting does not change the author's terms.
What this PMX to OBJ converter does
Textures in the zip
Every colour texture the materials use is packed next to the OBJ and MTL, converted to PNG where needed.
One group per material
Hair, skin, eyes and clothes stay separate parts after import.
Real-world scale
Metres or centimetres with the same factor as Blender mmd_tools, or the raw MMD units.
Missing-file report
See which texture paths are not in your upload before you convert.
PMX 2.0, 2.1 and PMD
Modern and legacy MMD models, including Shift-JIS names in zips.
Private by design
Runs in your browser; models and textures are never uploaded.
Limits, honestly
- OBJ cannot hold bones, morphs, physics or toon shading; only the rest-pose mesh, UVs, normals and materials are written.
- Models over 400 MB (with textures) may run out of browser memory, especially on phones.
- Encrypted or protected PMX files that MMD itself cannot open will not convert.
- Toon ramps and sphere maps (SPA/SPH) have no slot in OBJ, so only the colour texture of each material is packed and linked.
- The converter does not apply a .vmd pose; to export a posed figure, pose it in Blender after import.