3MF to GLB converter: the surface, as it is

Drop a .3mf and get one .glb file, converted in Blender on our server. The trip keeps the geometry and nothing more; nothing the source holds is lost on the way. Free, no account, nothing to install.

Free · no account neededNeed a VRM avatar instead? →

How do I convert 3MF to GLB?

Drop the file on this page, wait while the server converts it, and download one .glb file.

  1. 1Choose a .3mf. Files up to 50 MB.
  2. 2The converter opens it in Blender on our server and writes GLB. Most files take under a minute; the page shows the result in 3D when it is done.
  3. 3Download one .glb file. The upload and the result are deleted 3 days later.
In:
.3mf
Out:
one .glb file
Keeps:
the geometry
Cost:
free, no account

    What survives the trip

    A 3MF is a zip package with the parts as triangle meshes, a colour or material per part, and the unit written in the file (millimetres by default). Each part comes in as its own object with its own material, so a two-colour print stays two colours, and a 100 mm part arrives as 100 mm. A package whose build names a part that cannot be read is refused rather than converted in part.

    The result is one .glb with the geometry packed inside it, and the materials and images where the source has them, in metres and Y-up as glTF defines. The source has no skeleton, so none is written.

    3MF and GLB do not hold the same things, and the page says so before you upload: the trip keeps the geometry and nothing more, and nothing the source holds is lost on the way. GLB is what web viewers, three.js, model-viewer, Godot, Unity and Unreal importers read without a plug-in.

    What this conversion cannot do

    Measured on real files, not assumed. Everything below is a property of the formats or of the pipeline, and knowing it beforehand is cheaper than discovering it in your 3D tool.

    Colour per part, not per pixel

    A 3MF names a colour or a material for each part, and that is what is read. Painted multi-colour prints that store a colour per triangle are read as the part's base material; slicer-specific extras (supports, plates, modifiers) are not read at all.

    Vertex counts go up, triangle counts do not

    glTF stores one vertex per unique position, normal and texture coordinate, so a hard edge or a UV seam splits a shared vertex into two or three. A viewer that counts vertices will show more than your 3D tool did; the triangle count is the one that means the same on both sides.

    Uploads stop at 50 MB

    A larger file is refused before anything is uploaded. Decimate a dense mesh or shrink the textures in your 3D tool first; neither changes the format.

    Frequently asked questions

    Will the colours of my multi-material print survive?

    The colour of each part does: each part keeps its material. Per-triangle paint and slicer settings do not; they are not part of the 3MF core that is read.

    Do I get a .glb or a .gltf?

    A .glb, the single-file form. Every viewer and engine that reads .gltf reads .glb, and there is no folder to keep together.

    Is anything uploaded, and for how long?

    Yes: the file you drop goes to our server in New York, is converted there, and both the upload and the result are deleted 3 days after the conversion. Nothing is shared with anyone.

    Can I look at the 3MF first?

    Yes, without uploading anything: the 3MF viewer draws it in your browser. Open the 3MF viewer →

    Can this become a VTuber avatar?

    Not as it is: an avatar needs a skeleton, skin weights and a face that moves, and a .3mf has none of them. Rig and texture the model in Blender first, then convert the rigged file to VRM.

    The other format pairs

    All 50 are free, all run the same pipeline, and all say what they drop.

    Only want to look at the file? GLB viewer, FBX viewer and OBJ viewer all run on your own device — nothing is uploaded.

    Is your model going into VTubing?

    A .3mf is a surface without a skeleton, so no converter can make a VRM avatar out of it directly. Rigged and textured in Blender, the same model converts to VRM on the FBX to VRM converter, with the bones mapped onto the VRM humanoid.

    Open the VRM converter

    More tools for this format