GLB to OBJ

GLB to OBJ + MTL + textures, ready to edit.

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About This Tool

The glb-to-obj tool unpacks a single GLB file into the classic OBJ workflow, exporting textures alongside geometry. GLB packs a glTF scene into one binary file, while OBJ is the widely supported text format used across DCC tools like Blender, Maya, and 3ds Max. Everything runs in your browser locally, so your files stay on your device.

Tips

  • 1Keep OBJ, MTL, and texture files in the same directory
  • 2OBJ cannot hold animations; export FBX if you need them
  • 3Great for retopology and material rework

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.

OBJ Output Settings

Export MTL

DefaultExport MTL

Include a material definition file (.mtl) referencing texture images.

Export MTLRecommended

Generates an .mtl file with material definitions and texture references. Recommended for editing in 3D software.

Geometry only

Output only the .obj geometry file without materials. Simpler but no material information.

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:
obj
Full Name:
Wavefront OBJ
Type:
3D Model
Format:
OBJ
Tools:
BlenderMaya3ds Max
Description:
OBJ is an open 3D geometry format introduced by Wavefront in the 1980s. It uses human-readable text to record vertices, normals, UV coordinates, and face connections, and is supported by nearly all 3D software, making it a safe choice for cross-software mesh exchange. Materials and textures are usually defined in an accompanying .mtl file, which must be placed in the same directory. OBJ does not contain animation or skeleton data, only static meshes. It is not suitable as a final format for character animation workflows. Additionally, the text encoding makes large model files bulky and complex scenes load slowly. For single-file delivery with embedded textures, GLB is a better option.

Notes:

  • MTL file must stay with OBJ file for materials
  • No support for animation or skeletons

Supported Features:

  • Human-readable text format
  • Separate geometry (.obj) and material (.mtl) files
  • Universal software support
  • UV coordinates and normal preservation

How to Use

1

Load GLB Asset

Select your GLB file containing embedded textures and PBR materials.

2

Configure Export MTL

Toggle material library output to keep surface color and texture bindings.

3

Set Texture Embedding

Choose between embedded textures or zipped external image maps.

4

Download OBJ Package

Save the resulting OBJ mesh alongside MTL files ready for DCC tools.

Frequently Asked Questions

View all FAQs
Q

Which files will I get?

A

You will get an OBJ file, a companion MTL file, and the texture images referenced by the MTL. The OBJ stores the geometry, while the MTL stores material colors and texture paths. Keep these files together so the appearance loads correctly.

Q

Are animations preserved?

A

No. OBJ does not support skeletal animation; it stores static geometry only, so the model is exported in its bind pose. If you need to keep animation, export to FBX or stay with GLB instead.

Q

Can I use the OBJ in Blender?

A

Yes, Blender imports OBJ and MTL natively. Put the OBJ, MTL, and texture files in the same folder, then import the OBJ, and the materials and textures apply automatically. This makes it easy to continue editing in Blender.

Q

Are vertex colors preserved when converting GLB to OBJ?

A

Yes, Any3D's glb-to-obj converter preserves vertex colors embedded in the GLB file, converting them to OBJ vertex colors. Normals and UV coordinates are also retained, which helps keep the model's look consistent across tools.

Q

Why is an MTL file generated along with the OBJ?

A

The OBJ text format stores geometry only, so it has no place for material colors or texture references. Those details are written to the companion MTL file, which the OBJ points to by name, so both files must stay together for the material to display correctly.

Q

Can I edit the OBJ file in a text editor?

A

Yes. OBJ is a plain-text format, so you can open it with any text editor to inspect or tweak vertices, faces, and other data. This is useful for quick fixes or debugging before you import the model into 3D software.

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