VOX to GLB

VOX to GLB: get your voxel art into web and game projects.

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About This Tool

MagicaVoxel is a popular free voxel art tool, but the VOX format is not widely supported outside the voxel community. Converting to GLB turns your creation into a standard 3D model, ready for the web, game engines like Unity and Unreal, and even 3D printing workflows. Everything runs locally in your browser, so no files are uploaded.

Tips

  • 1Handles standard MagicaVoxel scenes up to 126³ voxels.
  • 2Every voxel keeps its palette color after conversion, so you can skip extra cleanup.

About Configuration Options

General Settings

Up axis

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.

Format Information

Input format

Extension:
vox
Full Name:
MagicaVoxel VOX
Type:
3D Model
Format:
VOX
Description:
VOX is the native voxel format of MagicaVoxel software, storing colored voxel data in a grid structure. It supports color, transparency, and multi-level hierarchy, and is widely used in pixel art, indie games, and creative visualization. Voxel models are built from stacked small cubes, making them naturally suited for pixel-style aesthetics. When converted to a continuous mesh, the surface exhibits obvious blocky features, requiring smoothing to achieve a rounded appearance. The best way to edit voxels remains within MagicaVoxel.

Notes:

  • The VOX format is widely supported in 3D software and engines

Supported Features:

  • Real-time WebGL rendering
  • Orbit controls with rotate/pan/zoom
  • Wireframe and shaded display modes
  • Animation playback (if supported by format)

Output 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

How to Use

1

Upload VOX File

Drag and drop your VOX file or click to browse

2

View Model Information and Settings

Check model information and adjust conversion settings

3

Download GLB

Click convert and download your GLB file instantly

Frequently Asked Questions

View all FAQs
Q

How do voxels become a 3D model?

A

Each filled voxel is turned into a cube, and adjacent faces are merged into an optimized mesh. This keeps the signature voxel look while reducing extra geometry, so the final GLB stays lightweight for games or web use.

Q

Will the voxel colors be preserved?

A

Yes. The color of every voxel from the MagicaVoxel palette is kept in the GLB model, with support for 256 colors. Any GLB-compatible viewer, like Unity or Babylon.js, will show the original palette colors.

Q

Can the converted model be 3D printed directly?

A

Yes. The generated model is watertight by default, which makes it ready for 3D printing. The blocky shapes work well with both FDM and resin printers; just scale it properly in your slicer, such as Cura or Bambu Studio.

Q

Does the converter support multiple objects in a VOX file?

A

Yes. MagicaVoxel scenes can contain several independent objects or groups, and each one becomes a separate GLB node after conversion. That makes it easy to move, edit, or animate each part individually in your game engine.

Q

What is the maximum voxel scene size supported?

A

The converter supports standard MagicaVoxel scenes up to 126³ voxels, which matches MagicaVoxel's own built-in limit. Larger or non-standard scenes may fail to load correctly, so stick to the default scene bounds.

Q

VOX files have no animation. How can I animate my model?

A

VOX is a static format, so the converted GLB is a static mesh without animation data. After importing it into a game engine or 3D application, you can rig it with bones and create animations; GLB uses a standard skeleton pipeline, so it works with normal animation workflows.