---
title: "GLB to FBX"
description: "Online GLB to FBX converter: preserves animations and materials for easy import into Unity, Unreal, and DCC. All processing is done locally in your browser, no uploads."
toolId: "glb-to-fbx"
category: "conversion"
subgroup: "model-conversion"
subgroupName: "3D Model Format Conversion"
url: "https://any3d.cc/en-US/tools/glb-to-fbx"
markdown: "https://any3d.cc/llm/tools/glb-to-fbx.md"
---

# GLB to FBX

GLB to FBX: bring Web models into game engines and DCC tools.

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

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

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

## Overview

Convert GLB, a common web format optimized for efficient delivery and display in browsers, to FBX, the standard for game engines and digital content creation (DCC) tools, while preserving skeletal animations and materials as much as possible. This conversion ensures your 3D assets maintain their visual fidelity and animation data when moving from web-based applications to professional production pipelines. Conversion is done locally in your browser; no files are uploaded to any server, so your data stays private.

## 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.

### FBX Output Settings

- **Resource Mode** (Default: Embedded): Choose how textures are packed in the FBX export. Separated ships textures as sidecar files in a ZIP; embedded packs textures into a single FBX file.
  - `separated` — Separated: FBX plus external texture files, packaged as a ZIP. Easier to swap textures after export.
  - `embedded` — Embedded (Recommended): Textures stored inside the FBX. Simpler single-file handoff for most engines and DCCs.

## Format Information

### Input 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

### Output 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

## How to use

### 1. Import GLB Model

Load your source GLB model into the browser workspace.

### 2. Configure Resource Mode

Select Embedded to bundle textures or Separated for a ZIP archive.

### 3. Coordinate System Adjust

Align axis orientations for Maya, 3ds Max, Unity, or Unreal Engine.

### 4. Export FBX Asset

Download standard FBX file for game engine import and rendering pipelines.

## FAQ

### Will the animations work?

Most common skeletal animations are preserved; complex constraints may need adjustment.

### Why is FBX the standard for DCC tools like Maya and 3ds Max?

FBX is designed for interchange between animation and DCC software (Maya, 3ds Max, Cinema 4D, and Blender import it natively), so converting your GLB to FBX hands the model, materials, and animation to professional pipelines in the form they expect.

### Can I use the FBX in Unity or Unreal Engine?

Yes. Both engines import FBX directly; drag the file into your project and check the materials after import.

### Will the FBX open in Blender?

Yes. Blender has a built-in FBX importer under File > Import > FBX.

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

Yes, with the FBX to GLB converter. The converter keeps the model and animation, but some material details may not come back exactly as they were, so keep your original GLB.
