GLB to FBX

GLB to FBX: bring Web models into game engines and DCC tools.

Loading...

Please wait

About This Tool

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. All processing is done locally in your browser; no files are uploaded to any server, guaranteeing your data remains private and secure.

Tips

  • 1Preserves animations and materials as much as possible
  • 2Fine-tune materials after importing into the engine
  • 3Preview the result after conversion to verify

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.

FBX Output Settings

Resource Mode

DefaultEmbedded

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.

Separated

FBX plus external texture files, packaged as a ZIP. Easier to swap textures after export.

EmbeddedRecommended

Textures stored inside the FBX. Simpler single-file handoff for most engines and DCCs.

Format Information

Input 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

Output 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

How to Use

1

Import GLB Model

Load your source GLB model into the browser workspace.

2

Configure Resource Mode

Select Embedded to bundle textures or Separated for a ZIP archive.

3

Coordinate System Adjust

Align axis orientations for Maya, 3ds Max, Unity, or Unreal Engine.

4

Export FBX Asset

Download standard FBX file for game engine import and rendering pipelines.

Frequently Asked Questions

View all FAQs
Q

Will the animations work?

A

Most common skeletal animations are preserved; complex constraints may need adjustment.

Q

Materials don't look the same?

A

Format differences may cause visual changes; you can fine-tune them in the engine.

Q

Scale is off?

A

Check the units and scale of the source GLB first; most DCC tools can unify units. The conversion keeps the numeric scale as-is, so mismatched unit settings are the usual cause of size differences. Set the same unit in your DCC software before exporting.

Q

Will my textures be embedded in the output FBX file?

A

By default textures are embedded inside the FBX (Resource Mode: Embedded). If you prefer external texture files, switch Resource Mode to Separated before conversion: the result is packaged as a ZIP with the FBX and sidecar textures. There is no setting named "Extract Textures".

Q

Why is FBX the standard for DCC tools like Maya and 3ds Max?

A

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.

Q

Are PBR maps like roughness and metalness exported to FBX?

A

No. FBX's classic material model has no slots for GLB's PBR maps, so roughness, metalness, and light maps are not exported; the main maps such as color, normal, and others are kept. Re-create the PBR effects in your engine if needed.

Support Us