DAE to GLB converter: the skeleton and the skin weights kept

Drop a .dae and get one .glb file, converted in Blender on our server. The trip keeps the skeleton and the skin weights, the shape keys and the materials and the textures; 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 DAE to GLB?

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

  1. 1Choose a .dae, or a zip of the folder that holds it with its textures. 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:
.dae (or a zip with its textures)
Out:
one .glb file
Keeps:
the skeleton and the skin weights, the shape keys and the materials and the textures
Cost:
free, no account
  • The skeleton is written, the motion curves are not.

What survives the trip

A Collada file states its unit and its up axis and both are honoured. It names its images by path and does not contain them, so zip the .dae with its texture folder. A file that names an image by an absolute path, a web address, a path leading out of the folder, or that pulls in another Collada document, is refused: re-export it as one document with relative paths.

The result is one .glb with the geometry, the materials, the skeleton and the images packed inside it, in metres and Y-up as glTF defines. Nothing has to travel beside it.

DAE and GLB do not hold the same things, and the page says so before you upload: the trip keeps the skeleton and the skin weights, the shape keys and the materials and the textures, 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.

Collada importers disagree with each other

The reader handles files written by Blender and by most current exporters. Files from older Maya and 3ds Max plug-ins, SketchUp or game rippers vary a great deal. Open the result in a viewer before relying on it.

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.

Animation is not carried

The skeleton is written, the motion curves are not: reading a long clip costs more memory than the converter has, so the importer is asked to skip it. A file that arrives with a walk cycle leaves with the same rig in its bind pose. A motion you want on an avatar is the FBX to VRMA converter's job.

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 model keep its real size?

Yes. Unlike STL or PLY, a Collada file states its unit and its up axis, and both are applied: a model declared in centimetres and Y-up arrives at the right size and upright.

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 DAE first?

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

I need a VTubing avatar, not a plain model

Then GLB is a stop on the way: VSeeFace, Warudo and VNyan load .vrm. The FBX to VRM converter takes the same rigged file, maps its skeleton onto the VRM humanoid and carries the materials over. FBX to VRM converter →

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?

Converting because the model is going into VTubing? GLB is not the format those apps read. The same rigged file becomes a VRM with its humanoid bones mapped and its materials converted, in one step on the FBX to VRM converter.

Open the VRM converter