GLB to FBX

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

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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. Conversion is done locally in your browser; no files are uploaded to any server, so your data stays private.

GLB or FBX: which one does your tool want?

Both formats carry models, materials and animation. They are built for different places.

GLBFBX
Made forWeb, AR and real-time viewersGame engines and 3D animation software
Owned byOpen standard (Khronos Group)Autodesk
Opens inBrowsers, Android and iOS AR, Blender, game enginesMaya, 3ds Max, Cinema 4D, Blender, Unity, Unreal
MaterialsPBR: color, roughness, metalness, normalClassic materials: color, normal and similar maps
TexturesAlways inside the fileInside the file, or as separate files

About Configuration Options

General Settings

OptionWhat it doesDefault / 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-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.
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.
  • 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.
Root node transform

FBX Output Settings

OptionWhat it doesDefault / 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.
  • 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.
Embedded

Where the FBX goes next

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.

  1. Convert

    Convert to FBX here; bones and animations are kept where possible.

  2. Import

    Drag the FBX into Unity or Unreal and check the scale on first import.

  3. Fix materials

    Re-link any textures that did not come across.

If the FBX looks different

ProblemLikely causeWhat to do
Surfaces lost their shine or metal lookFBX classic materials have no slots for roughness and metalness mapsSet up the PBR material again in your engine.
The model is the wrong sizeThe numbers are kept as they are, and the target app uses different unitsSet the same unit in your 3D software before importing.
You want texture files next to the FBXTextures are embedded by defaultSwitch Resource Mode to Separated to get a ZIP with the FBX and its textures.
Some animation looks offComplex rigs and constraints do not always carry overCheck the animation in your engine and adjust the rig there.

Frequently Asked Questions

View all FAQs

Will the animations work?

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

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

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.

Can I use the FBX in Unity or Unreal Engine?

Yes. Both engines import FBX directly; drag the file into your project and check the materials after import.

Will the FBX open in Blender?

Yes. Blender has a built-in FBX importer under File > Import > FBX.

Can I turn the FBX back into GLB later?

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