Will the animations work?
Most common skeletal animations are preserved; complex constraints may need adjustment.
GLB to FBX: bring Web models into game engines and DCC tools.
or click to browse, paste supported
Convert GLB, a common web format optimized for efficient delivery and display in browsers, to FBX, the standard for game engines and digital content creation (DCC) tools, while preserving skeletal animations and materials as much as possible. This conversion ensures your 3D assets maintain their visual fidelity and animation data when moving from web-based applications to professional production pipelines. Conversion is done locally in your browser; no files are uploaded to any server, so your data stays private.
Both formats carry models, materials and animation. They are built for different places.
| GLB | FBX | |
|---|---|---|
| Made for | Web, AR and real-time viewers | Game engines and 3D animation software |
| Owned by | Open standard (Khronos Group) | Autodesk |
| Opens in | Browsers, Android and iOS AR, Blender, game engines | Maya, 3ds Max, Cinema 4D, Blender, Unity, Unreal |
| Materials | PBR: color, roughness, metalness, normal | Classic materials: color, normal and similar maps |
| Textures | Always inside the file | Inside the file, or as separate files |
| Option | What it does | Default / range |
|---|---|---|
Up axis | 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-up |
Rotation X | Rotate the model around the X axis (degrees). Useful for correcting axis misalignment or print orientation. | 0°-180° – 180° |
Rotation Y | Rotate the model around the Y axis (degrees). Useful for correcting axis misalignment or print orientation. | 0°-180° – 180° |
Rotation Z | Rotate the model around the Z axis (degrees). Useful for correcting axis misalignment or print orientation. | 0°-180° – 180° |
Rotation Application | 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.
| Root node transform |
| Option | What it does | Default / range |
|---|---|---|
Resource Mode | Choose how textures are packed in the FBX export. Separated ships textures as sidecar files in a ZIP; embedded packs textures into a single FBX file.
| Embedded |
FBX is the format most animation and game tools expect. Blender, Unity, Unreal, Maya and 3ds Max all import it, so this is the usual bridge from a web GLB into those tools.
You have a GLB character from a web project and need it in Unity.
Convert
Convert to FBX here; bones and animations are kept where possible.
Import
Drag the FBX into Unity or Unreal and check the scale on first import.
Fix materials
Re-link any textures that did not come across.
| Problem | Likely cause | What to do |
|---|---|---|
| Surfaces lost their shine or metal look | FBX classic materials have no slots for roughness and metalness maps | Set up the PBR material again in your engine. |
| The model is the wrong size | The numbers are kept as they are, and the target app uses different units | Set the same unit in your 3D software before importing. |
| You want texture files next to the FBX | Textures are embedded by default | Switch Resource Mode to Separated to get a ZIP with the FBX and its textures. |
| Some animation looks off | Complex rigs and constraints do not always carry over | Check the animation in your engine and adjust the rig there. |
Most common skeletal animations are preserved; complex constraints may need adjustment.
FBX is designed for interchange between animation and DCC software (Maya, 3ds Max, Cinema 4D, and Blender import it natively), so converting your GLB to FBX hands the model, materials, and animation to professional pipelines in the form they expect.
Yes. Both engines import FBX directly; drag the file into your project and check the materials after import.
Yes. Blender has a built-in FBX importer under File > Import > FBX.
Yes, with the FBX to GLB converter. The converter keeps the model and animation, but some material details may not come back exactly as they were, so keep your original GLB.
fbx|Open With: Blender、Windows 3D Viewer、3D Model Viewer