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FBX to GLB Converter

Break free from proprietary FBX format by converting to the open GLB standard. Preserves meshes, skeletons, animations, and PBR materials for web deployment.

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About This Tool

FBX is Autodesk's proprietary 3D format widely used in game engines and animation pipelines. Converting to GLB opens your models to the web ecosystem — any browser, any platform, no plugins required. This tool handles FBX-specific features including skeletal animation, blend shapes, and material conversion.

Tips

  • 1Automatically extract model information
  • 2Support mesh optimization and texture embedding
  • 3Real-time 3D preview

How to Use

1

Upload Your FBX

Drag and drop your FBX file or click to browse

2

Review Model Info & Settings

Check model information and adjust conversion settings

3

Download GLB

Click convert and download your GLB file instantly

Frequently Asked Questions

Q

Are FBX animations preserved in the GLB output?

A

Yes. Skeletal animations, including bone transforms and skinning data, are converted to GLTF animation format. Note that some FBX-specific animation features like expression markers may not have direct GLTF equivalents.

Q

Why convert FBX to GLB instead of using FBX directly?

A

FBX is a proprietary binary format that requires specialized libraries to parse. GLB is an open standard (Khronos GLTF) natively supported by web browsers, Three.js, Babylon.js, and most modern 3D viewers without any additional plugins or licenses.

Q

Are FBX blend shapes preserved?

A

Common blend shapes (also known as morph targets) can be converted to GLB. The GLTF standard supports morph targets, but some FBX-specific morph animation curves may require manual adjustment.

Q

Which FBX versions are supported?

A

FBX versions from 6.1 (2006) through 7.7 (2020) are supported, covering the vast majority of FBX files from 3D modeling and animation software. Using a newer version for export is recommended for best compatibility.

Q

What happens to lights and cameras in FBX?

A

The GLB/GLTF standard supports light and camera nodes. FBX lights and cameras are converted to corresponding GLTF nodes, but some FBX-specific parameters (e.g., attenuation curves) may need manual adjustment.

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