FBX to GLB

FBX to open GLB: break free from proprietary format limitations.

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About This Tool

This FBX to GLB converter turns the FBX files used in game engines and film pipelines into the Web standard GLB format, carrying over animations, materials, and textures as much as possible. The FBX is converted locally in your browser, so no file ever leaves your computer. The compact GLB output loads fast in web viewers, game engines like Godot and Unity, and AR apps, making it a practical choice for sharing and deploying 3D content.

Where will the model go after FBX to GLB?

Where do you need the model?

On a website or in a 3D viewer

GLB is the right choice. It loads as one file with textures inside.

In AR on a phone

GLB works on Android. For AR Quick Look on iPhone and iPad, convert the GLB to USDZ as well.

Back in Maya, 3ds Max or Unity

Keep the original FBX. Converting back and forth can lose details.

In a 3D printer

Convert to STL instead; printers do not use textures or animation.

Frequently Asked Questions

View all FAQs

Does FBX to GLB preserve animations?

Yes. Most skeletal animations are preserved, including transform and skinning data, so character animations play normally in the converted file. Complex or unusual animation setups may not translate perfectly, so it is worth a quick check in your target engine or viewer.

Is GLB a good long-term alternative to the proprietary FBX format?

Yes. FBX is owned by Autodesk, while GLB is an open standard maintained by the Khronos Group. Converting gives you a vendor-neutral asset that works across browsers, game engines, and AR platforms, so you are not locked into one proprietary ecosystem.

Will the GLB work in three.js, Babylon.js or model-viewer?

Yes. GLB is the standard 3D format for the web, and all three load it directly.

Can I turn the GLB back into FBX?

Yes, with the GLB to FBX converter. Some material details may change on the way back, so keep your original FBX.

About Configuration Options

General Settings

Up axis

Y-up
Determines the 'up' axis of the exported model. Different 3D software uses different conventions. Selecting the wrong system may cause the model to lie on its side.
  • Y-upRecommended: Convention used by OpenGL, Three.js, and most Web 3D engines. Choose this for models from web or game engines.
  • Z-up: Convention used by Blender (default), 3ds Max, and some CAD software. Try this if the model appears sideways.

Rotation X

0°-180° – 180°
Rotate the model around the X axis (degrees). Useful for correcting axis misalignment or print orientation.

Rotation Y

0°-180° – 180°
Rotate the model around the Y axis (degrees). Useful for correcting axis misalignment or print orientation.

Rotation Z

0°-180° – 180°
Rotate the model around the Z axis (degrees). Useful for correcting axis misalignment or print orientation.

Rotation Application

Root node transform
Choose how rotation is written to the exported model. Baking into vertices rewrites all vertex coordinates so every export format (including geometry-only formats such as STL and STEP) applies it consistently; root node transform keeps the original vertex coordinates, which is friendlier to animated or skinned models, but formats that ignore node transforms (such as STEP) won't apply the rotation.
  • Bake into vertices: Rotation is written into all vertex coordinates and applies consistently to every export format; geometry data is rewritten.
  • Root node transformRecommended: Rotation is written as a root node transform while vertex coordinates stay unchanged; better for skinned or animated models, but formats that ignore node transforms (such as STEP) won't apply it.

If the conversion fails or looks wrong

ProblemLikely causeWhat to do
“FBX version not supported”The file is older than FBX 6.1 (2008)Re-export it as FBX 7.x from Blender, Maya or another current program.
Some surfaces are grayExternal textures were missing or not linkedKeep the texture files in the same folder as the FBX and export again.
The model faces the wrong wayThe original orientation is keptRotate it in your 3D software before converting.
Cameras or lights are missingOnly geometry, materials, textures and animation are convertedAdd cameras and lights again in your scene.

Format Information

Input format

Extension:
fbx
Full Name:
Autodesk FBX
Type:
3D Model
Format:
FBX
Open With:
Blender、Windows 3D Viewer、3D Model Viewer
Description:
FBX is a 3D exchange format by Autodesk, used in game development, animation, and visual effects. It stores meshes, skeletal bindings, animation curves, and material references. Widely used for transfers between Maya, 3ds Max, Unity, and Unreal. FBX's main weakness is texture handling: it references external files instead of embedding them, causing material loss when moving folders. Re-export with embedded textures or convert to a container format. FBX is proprietary and version-specific; files from newer software may fail in older tools. Keep a GLB or OBJ as neutral backup for web delivery.

Notes:

  • FBX may reference external texture files not embedded in the binary
  • Some FBX files use procedural materials without image textures

Supported Features:

  • Supports embedded textures and materials
  • Skeleton and animation support
  • Industry standard for game and VFX pipelines

Output format

Extension:
glb
Full Name:
GL Transmission Format Binary (glTF 2.0)
Type:
3D Model
Format:
GLB
Description:
GLB is the binary glTF 2.0 format from Khronos Group, packing meshes, materials, textures, and animations into one file. It is the standard for Web 3D and AR/VR, used by Three.js, Babylon.js, model-viewer, and e-commerce previews for self-contained, reliable distribution. GLB supports PBR materials, skeletal animations, Draco and Meshopt compression, suitable for web, AR, and cross-software use. However, it loses CAD parametric history when tessellated from STEP or native CAD. For 3D printing, use STL or 3MF as slicers cannot import GLB.

Notes:

  • Some 3D printing slicers cannot directly import GLB files
  • Not suitable for CAD parametric editing

Supported Features:

  • Single self-contained binary file
  • PBR material support (base color, metallic, roughness, normal maps)
  • Skeletal animation, skinning, and morph targets
  • Draco mesh compression and KTX2 texture compression
  • Multi-mesh nodes and scene hierarchy