---
title: "FBX to GLB"
description: "Convert FBX to GLB with animations and textures preserved, ideal for Web, games, and AR. All processing happens locally in your browser, no upload needed."
toolId: "fbx-to-glb"
category: "conversion"
subgroup: "model-conversion"
subgroupName: "3D Model Format Conversion"
url: "https://any3d.cc/en-US/tools/fbx-to-glb"
markdown: "https://any3d.cc/llm/tools/fbx-to-glb.md"
---

# FBX to GLB

FBX to open GLB: break free from proprietary format limitations.

**Category:** 3D Format Conversion Tools (`conversion`)
**Subgroup:** 3D Model Format Conversion (`model-conversion`)

**HTML:** https://any3d.cc/en-US/tools/fbx-to-glb

> Runs entirely in the browser. Files are not uploaded to Any3D servers.

## Overview

This FBX to GLB converter turns the FBX files used in game engines and film pipelines into the Web standard GLB format, carrying over animations, materials, and textures as much as possible. The FBX is converted locally in your browser, so no file ever leaves your computer. The compact GLB output loads fast in web viewers, game engines like Godot and Unity, and AR apps, making it a practical choice for sharing and deploying 3D content.

## About Configuration Options

### General Settings

- **Up axis** (Default: Y-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-up` — Y-up (Recommended): Convention used by OpenGL, Three.js, and most Web 3D engines. Choose this for models from web or game engines.
  - `z-up` — Z-up: Convention used by Blender (default), 3ds Max, and some CAD software. Try this if the model appears sideways.
- **Rotation X** (Default: 0°; Range: -180° – 180°): Rotate the model around the X axis (degrees). Useful for correcting axis misalignment or print orientation.
- **Rotation Y** (Default: 0°; Range: -180° – 180°): Rotate the model around the Y axis (degrees). Useful for correcting axis misalignment or print orientation.
- **Rotation Z** (Default: 0°; Range: -180° – 180°): Rotate the model around the Z axis (degrees). Useful for correcting axis misalignment or print orientation.
- **Rotation Application** (Default: Root 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` — Bake into vertices: Rotation is written into all vertex coordinates and applies consistently to every export format; geometry data is rewritten.
  - `node` — Root node transform (Recommended): 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:** fbx
- **Full Name:** Autodesk FBX
- **Type:** 3D Model
- **Format:** FBX
- **Tools:** [Autodesk Maya](https://www.autodesk.com/products/maya/overview), [Blender](https://www.blender.org), [Unity](https://unity.com), [Unreal Engine](https://www.unrealengine.com)
- **Open With:** [Blender](https://www.blender.org), Windows 3D Viewer, [3D Model Viewer](https://any3d.cc/en-US/tools/3dmodel-viewer)
- **Description:** FBX is a 3D exchange format by Autodesk, used in game development, animation, and visual effects. It stores meshes, skeletal bindings, animation curves, and material references. Widely used for transfers between Maya, 3ds Max, Unity, and Unreal.

FBX's main weakness is texture handling: it references external files instead of embedding them, causing material loss when moving folders. Re-export with embedded textures or convert to a container format. FBX is proprietary and version-specific; files from newer software may fail in older tools. Keep a GLB or OBJ as neutral backup for web delivery.
- **Supported Features:**
  - Supports embedded textures and materials
  - Skeleton and animation support
  - Industry standard for game and VFX pipelines
- **Notes:**
  - FBX may reference external texture files not embedded in the binary
  - Some FBX files use procedural materials without image textures

### Output format

- **Extension:** glb
- **Full Name:** GL Transmission Format Binary (glTF 2.0)
- **Type:** 3D Model
- **Format:** GLB
- **Tools:** [Three.js](https://threejs.org), [Babylon.js](https://www.babylonjs.com), [Blender](https://www.blender.org)
- **Open With:** [3D Model Viewer](https://any3d.cc/en-US/tools/3dmodel-viewer), [GLB Viewer](https://any3d.cc/en-US/tools/glb-viewer)
- **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.
- **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
- **Notes:**
  - Some 3D printing slicers cannot directly import GLB files
  - Not suitable for CAD parametric editing

## How to use

### 1. Upload your FBX file

Drag in the FBX; keep external textures in the same folder and use a recent FBX export for best results.

### 2. Preview animations and materials

Check in the preview that animations and materials look right; the coordinate system is handled automatically.

### 3. Download the GLB

Download the GLB and use it directly in web projects, game engines, or AR distribution.

## FAQ

### Does FBX to GLB preserve animations?

Yes. Most skeletal animations are preserved, including transform and skinning data, so character animations play normally in the converted file. Complex or unusual animation setups may not translate perfectly, so it is worth a quick check in your target engine or viewer.

### Is GLB a good long-term alternative to the proprietary FBX format?

Yes. FBX is owned by Autodesk, while GLB is an open standard maintained by the Khronos Group. Converting gives you a vendor-neutral asset that works across browsers, game engines, and AR platforms, so you are not locked into one proprietary ecosystem.

### Will the GLB work in three.js, Babylon.js or model-viewer?

Yes. GLB is the standard 3D format for the web, and all three load it directly.

### Can I turn the GLB back into FBX?

Yes, with the GLB to FBX converter. Some material details may change on the way back, so keep your original FBX.
