Will animations survive compression?
Yes, animation data is preserved: only the geometry buffers are re-encoded. Be aware that very aggressive simplification can deform skinned meshes, so check the preview on animated poses before downloading.
Simplify meshes and encode with Meshopt or Draco, smaller GLB for web and engines.
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Compress GLB geometry only, textures stay untouched. Mesh simplification reduces face count; Meshopt (default, recommended) or Draco further shrinks geometry buffers. They are mutually exclusive. Output is an optimized GLB. Compression runs locally in your browser.
Drag a GLB file onto the upload area
Set simplification; enable Meshopt or Draco (not both)
Preview, then download the optimized GLB
50%0% – 100% · step 5%OnHighOff61 – 10Edgebreaker148 – 16108 – 16128 – 16Yes, animation data is preserved: only the geometry buffers are re-encoded. Be aware that very aggressive simplification can deform skinned meshes, so check the preview on animated poses before downloading.
Meshopt is the default: it decodes fast on web and mobile, and Three.js supports it well. Draco can produce smaller files, but usually costs more decode time. The two options are mutually exclusive, so enable only one.
Yes, the result is an optimized single-file GLB with the same name and structure, so existing loaders and pipelines keep working. GLTF input is accepted as well and is also exported as GLB.
Yes. There is also a dedicated GLTF vertex compression page; both accept GLTF and produce an optimized GLB. Upload the .gltf together with its .bin and texture files so nothing is missing.
Reductions of 50-90% are typical, depending on mesh complexity and settings. Dense models with high polygon counts benefit most from Draco or Meshopt, and simplification adds extra savings by removing faces first.
Yes. The real-time preview shows the simplified mesh, so you can compare detail loss and animation behavior. Adjust the strength until the silhouette and motion look right, then download.