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. Everything runs 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.

Tips

  • 1Keep external textures in the same folder as the FBX
  • 2Export a recent FBX version for better compatibility
  • 3Great for Web, game engine, and AR distribution

About Configuration Options

General Settings

Coordinate System

DefaultY-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

Default

Range-180° – 180°

Rotate the model around the X axis (degrees). Useful for correcting axis misalignment or print orientation.

Rotation Y

Default

Range-180° – 180°

Rotate the model around the Y axis (degrees). Useful for correcting axis misalignment or print orientation.

Rotation Z

Default

Range-180° – 180°

Rotate the model around the Z axis (degrees). Useful for correcting axis misalignment or print orientation.

Rotation Application

DefaultRoot 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.

Format Information

Input format

Extension:
fbx
Full Name:
Autodesk FBX
Type:
3D Model
Format:
FBX
Open With:
BlenderWindows 3D Viewer3D 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

How to Use

1

Upload your FBX file

Drag in the FBX; keep external textures in the same folder and use a recent FBX export for best results.

2

Preview animations and materials

Check in the preview that animations and materials look right; the coordinate system is handled automatically.

3

Download the GLB

Download the GLB and use it directly in web projects, game engines, or AR distribution.

Frequently Asked Questions

View all FAQs
Q

Does FBX to GLB preserve animations?

A

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.

Q

Will textures carry over to GLB?

A

Materials are converted to GLB-compatible formats and embedded textures carry over. If external textures are missing or not referenced correctly, the affected surfaces can appear gray, so keep texture files in the same directory as the FBX before conversion.

Q

Can the converted GLB be used for AR?

A

Yes. GLB is a common AR format and an open standard, supported by many AR apps and web viewers, so the converted model works in AR scenes on Android and iOS without extra plugins.

Q

Does the converter preserve the original FBX coordinate system and scale?

A

Yes, the original coordinate system and scale from the FBX file are kept. If the model appears incorrectly oriented in your target app, apply a rotation in Blender, Maya, or your 3D software before converting.

Q

FBX files can contain cameras, lights, and other scene elements. Are those preserved?

A

No. Only geometry, materials, textures, and animation are converted. Cameras, lights, and other scene nodes are not part of the GLB format and are discarded.

Q

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

A

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.

Q

My conversion fails with “FBX version not supported”. What should I do?

A

The converter supports FBX 6.1 (FileVersion 6100, released in 2008) and newer, in ASCII or binary form. Older files, usually exported before 2010, are rejected because their structure differs. Re-export from Blender, Maya, or any modern 3D tool as FBX 7.x and the file will convert cleanly.

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