
Zed Easy Avatar Export
Tags
Product Description
Zed Avatar Export is a Unity Editor tool designed to cleanly transfer elements from a donor avatar to a receiver avatar without rebuilding everything manually. It is especially useful after making edits in Blender, allowing you to bring updated parts back into your avatar setup quickly while reducing repetitive manual work and broken references.
Actual Version of Script : V.2.5
Known Issues:
- VRCFury modules located below the Avatar Descriptor are not imported and must be set manually.
- Eye transforms are not linked in the Avatar Descriptor and must be set manually.
- Certain Rigidbody systems may break and may require reinstalling the prefabs after using ZedTool.
- Certain Asset that modify the Avi like Eremorph is imported but the data are lost in process.
What the script does
- add missing objects and bones from the donor to the receiver,
- copy missing components / modules without overwriting existing ones unnecessarily,
- import or update core components such as:
- VRCAvatarDescriptor
- Animator
- PipelineManager
- automatically rebind SkinnedMeshRenderers on newly cloned objects,
- copy materials on all renderers,
- remap serialized references that still point to the donor,
- remap joints and create Rigidbody components if needed,
- protect sensitive receiver links such as head / face / eyes / jaw,
- preserve the receiver’s existing SkinnedMeshRenderer links to avoid breaking an already working setup.
Why it is useful
When transferring content from one avatar to another, the same problems always happen:
- broken references,
- missing bones,
- joints connected to the wrong avatar,
- materials not copied correctly,
- missing components,
- descriptor or animator issues,
- objects that appear in the hierarchy but still reference the donor and do not work correctly.
Zed Avatar Export automates that process and drastically reduces the amount of manual cleanup needed afterward.
How it works
Import the Unity Package, Open the Pannel by clicking Tools/Zed/ZedAvatarExport
The script can be used in full automatic mode or step by step.
Button: Do Everything
This button runs the full pipeline in one click:
- add missing objects / bones,
- copy missing components / modules,
- import core components,
- rebind SkinnedMeshRenderers on newly cloned objects,
- copy materials,
- remap serialized references,
- remap joints.
This is the fastest option if you want the whole transfer process done automatically.
Step-by-step workflow
You can also run each step one by one, which is very useful if you want to:
- keep more control over the process,
- check the result after each stage,
- fix a specific part without running the whole pipeline again,
- troubleshoot more easily on complex avatars.
1) Add missing objects / bones
Adds to the receiver every object and bone that exists on the donor but is missing from the receiver.
This rebuilds the missing structural base:
- cloned objects,
- transforms,
- empty bones,
- hierarchy elements required for the transfer.
2) Copy missing components / modules
Copies components from the donor to the receiver only if they do not already exist on the target.
Useful for transferring:
- scripts,
- constraints,
- custom modules,
- technical components required for the transferred objects to work properly.
The script also avoids copying certain dangerous or unnecessary component types.
3) Import core (Descriptor / Animator / Pipeline)
Imports or updates the avatar’s important core components:
- VRCAvatarDescriptor
- Animator
- PipelineManager
This step is useful when the receiver needs important donor data while still keeping protections in place for sensitive face and eye links.
4) Rebind SMR on NEW cloned objects
Automatically rebinds SkinnedMeshRenderer components on newly added cloned objects.
This remaps:
rootBonebones[]
It only targets newly cloned objects, which helps avoid breaking SkinnedMeshRenderers that already work correctly on the receiver.
5) Copy materials (MeshRenderer + existing SMRs)
Copies materials from the donor to:
- MeshRenderer
- SkinnedMeshRenderer
Materials are copied without modifying existing meshes or bone assignments, making this step much safer than a full manual replacement.
6) Remap references
Scans serialized references on the receiver and replaces references that still point to donor objects.
This is one of the most important steps, because it fixes many hidden issues after transferring content:
- object references,
- component references,
- internal serialized links,
- dependencies still pointing to the donor hierarchy.
7) Remap joints
Searches for joints that are still connected to donor rigidbodies and reconnects them to the proper receiver side equivalents.
If needed, the tool can also automatically create missing rigidbodies so the joints can work correctly after the transfer.
This is especially useful for:
- dynamic accessories,
- physics chains,
- spring setups,
- secondary motion systems.
Diagnostic tools included
The script also includes diagnostic buttons to help you inspect the transfer process:
- Missing objects diagnostic
- Filtered diagnostic
These tools help identify:
- what is still missing,
- which parent could not be found,
- which mapping result was used,
- which components exist on a problematic object.
This makes debugging much easier when working with more complex avatars.
Main advantages
- Huge time saver
- Cleaner donor-to-receiver transfer workflow
- Safer than doing everything manually
- Preserves important receiver links
- Useful both for fast exports and controlled step-by-step work
- Made for complex Unity / VRChat avatar setups
ZedAvatarExport — Version History
v1
First working concept.
Basic donor → receiver transfer system with object duplication.
v2
Improved hierarchy transfer.
Missing objects and bones could be added more reliably to the receiver.
v3
Added missing component copy logic.
The tool started copying useful modules instead of only cloning objects.
v4
Safer component handling.
Problematic component types began to be excluded from automatic copy.
v5
First reference remapping improvements.
Some donor references could now be redirected toward the receiver.
v6
Better support for humanoid mapping.
Bone matching became more reliable when donor and receiver used humanoid rigs.
v7
Added material copy workflow.
Materials from donor renderers could be transferred without fully rebuilding meshes.
v8
Improved SMR handling.
SkinnedMeshRenderer rebinding became more stable on transferred content.
v9
Core component import added.
Animator, Avatar Descriptor, and PipelineManager import workflow was introduced.
v10
Safer receiver preservation.
Existing receiver SMR links were better protected to avoid breaking working setups.
v11
Head / face protection logic added.
Sensitive areas like eyes, jaw, visemes, and face-related links started being protected.
v12
Improved serialized reference remapping.
More hidden references inside components could be redirected automatically.
v13
Added joint remapping.
Joint systems linked to donor rigidbodies could now be reconnected to the receiver side.
v14
Optional Rigidbody auto-creation added for joints.
Missing rigidbodies could be recreated automatically when needed.
v15
Better full pipeline workflow.
The “Do Everything” button became a more complete one-click process.
v16
Improved add-only logic.
The script became more focused on preserving the receiver and only adding what was missing.
v17
Hierarchy matching refinements.
Path-based matching and fallback matching became more reliable.
v18
Better diagnostics.
Missing object diagnostics and filtered diagnostics were added to inspect mapping problems.
v19
Safer descriptor restoration.
Receiver face mesh, jaw, and eye references were explicitly restored after descriptor import.
v20
Improved cloned object tracking.
New donor objects were tracked more cleanly so only newly added SMRs would be rebound.
v21
Reduced risk on existing avatar setup.
Existing renderers, meshes, and important links were less likely to be overwritten.
v22
Improved root-level component support.
Components on the donor avatar root were better included in the copy process.
v23
More stable mapping methods.
Exact path mapping, humanoid mapping, ancestor mapping, and sensitive mapping were refined.
v24
Better handling for modular / accessory workflows.
The script became more usable for transferring extra avatar systems, props, and attached objects.
v25
Current stable working version.
Full step-by-step workflow, add-only logic, protected receiver links, safe material copy, SMR rebinding, reference remap, joint remap, and diagnostic tools.
License / Copyright
© ZedTools – All Rights Reserved
By purchasing or using this product, you agree to the following terms:
- You are granted a personal, non-exclusive, non-transferable license to use this tool.
- You may use this tool for personal and commercial projects (including avatars and assets).
- You are not allowed to resell, redistribute, share, leak, or give this tool in any form, whether modified or not.
- You are not allowed to claim this tool as your own work.
Support & Updates
- Updates and support may be provided through the official channels (Discord or platform page).
- Access to updates may require proof of purchase.
Liability
This tool is provided "as is", without warranty of any kind.
The author is not responsible for:
- any damage to your project,
- data loss,
- misuse of the tool.
It is recommended to always create a backup before using the tool.