GLB to GLTF

GLB → GLTF: unpack a single file into editable assets.

Loading...

Please wait

About This Tool

GLB files bundle models, textures, and materials into one package, which prevents editing individual parts. This tool unpacks a GLB into separate GLTF files: texture images, geometry data, and material definitions become standalone assets. You can then open the GLTF in modeling software and replace or adjust each element independently, without being limited by the packed format.

Tips

  • 1Supports both separated (ZIP) and embedded (single file) export modes.
  • 2Unpacked texture images keep their original format, making them easy to edit directly.

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.

GLTF Output Settings

Resource Mode

DefaultSeparated

Choose how textures and buffers are organized in the output.

SeparatedRecommended

Export .gltf, .bin, and texture files separately. Suitable for editing individual resources.

Embedded

Embed all resources as Base64 data URIs in a single .gltf file. Simpler distribution but larger size.

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:
gltf, glb
Full Name:
GL Transmission Format (glTF 2.0)
Type:
3D Scene
Format:
GLTF
Description:
glTF is an open standard 3D format by Khronos, dubbed the JPEG of 3D. It uses JSON for scene structure, separate .bin for geometry, and independent textures, enabling incremental loading and streaming. glTF 2.0 is the mainstream format for exchanging 3D content across web, mobile, and game engines. Compared to GLB, glTF uses multiple files, ideal for CDN on-demand loading and resource reuse, but prone to reference loss. For single-file sharing, GLB is more reliable. For fine-grained loading or frequent partial updates, glTF offers flexibility.

Notes:

  • External resources (.bin, textures) need to be kept together
  • May require additional tooling for CAD workflows

Supported Features:

  • Common 3D format

How to Use

1

Upload your GLB file

Drag in the GLB file and wait for it to unpack.

2

Choose an export mode

Pick separated export (ZIP with standalone texture files) or embedded export (single JSON file).

3

Download the unpacked GLTF

Download the GLTF assets: texture images keep their original format so you can edit and repack them.

Frequently Asked Questions

View all FAQs
Q

What is the difference between separated and embedded export?

A

Separated export downloads a ZIP archive with the main .gltf file, model data (.bin), and separate texture images, ideal for editing resources individually. Embedded export downloads a single .gltf file with all resources inlined, convenient for single-file distribution but larger and less convenient for editing textures. You can switch modes in the conversion settings.

Q

What files will I get after unpacking?

A

In separated mode, you get a ZIP containing the .gltf file, .bin model data, and texture images (.png/.jpg) linked by relative paths. In embedded mode, you get a single .gltf file with everything inlined, no extra files needed.

Q

Can I repack the edited GLTF back into GLB?

A

Yes, use the GLTF to GLB tool on this site to repack the multiple files into a single GLB file. If you have an embedded single-file GLTF, unpack it to separated resources first, or upload that file directly for repacking.

Q

What format are the unpacked texture images?

A

Texture images keep their original format, typically PNG or JPG. If the original GLB uses compressed textures like KTX2, they are converted to standard PNG so you can edit them easily.

Q

Will the converted GLTF preserve everything from my GLB?

A

Yes. Geometry, materials, textures, and animations are all kept; the conversion only changes the packaging from a single binary file to separate resources. The only exception: compressed textures such as KTX2 are converted to standard PNG for broad compatibility.

Q

What happens if the texture files are missing when I load the separated GLTF?

A

The .gltf file will still load the geometry, but materials will appear without textures, usually gray or default-shaded. Keep the whole unpacked folder together so the texture references resolve.

Support Us