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

Drop a .glb and get a zip with the .dae and its files, converted in Blender on our server. The trip keeps the skeleton and the skin weights, the shape keys and the materials and the textures; vertex colours cannot come along. Free, no account, nothing to install.

Free · no account neededNeed a VRM avatar instead? →

How do I convert GLB to DAE?

Drop the file on this page, wait while the server converts it, and download a zip with the .dae and its files.

  1. 1Choose a .glb. Files up to 50 MB.
  2. 2The converter opens it in Blender on our server and writes DAE. Most files take under a minute; the page shows the result in 3D when it is done.
  3. 3Download a zip with the .dae and its files. The upload and the result are deleted 3 days later.
In:
.glb / .gltf (zipped with its folder)
Out:
a zip with the .dae and its files
Keeps:
the skeleton and the skin weights, the shape keys and the materials and the textures
Cost:
free, no account
  • Vertex colours cannot be carried into DAE.
  • The skeleton is written, the motion curves are not.

What survives the trip

A GLB is glTF in one binary file: the scene, the meshes, the skin, the morph targets and the images, all inside. Draco and meshopt compression are unpacked on the way in. A .gltf with a .bin and a texture folder is taken as a zip of that folder.

The result is a zip with the .dae and the images its materials name: Collada 1.4.1, Z-up, one unit to the metre, triangulated, with the skeleton, the skin weights and the shape keys written. Only base-colour textures are written; normal and roughness maps have no place in the Collada writer.

GLB and DAE 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 vertex colours cannot come along. DAE is what SketchUp, Second Life and OpenSim uploads, and older engines and toolchains, still ask for.

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.

A .gltf needs its folder

The text form of glTF names its .bin and its images by relative path. Uploaded alone it has no geometry to convert. Zip the folder that holds the .gltf, the .bin and the images and upload the zip.

Shape keys make a very large file

Collada is XML, and every shape key is a complete second copy of its mesh in text. A model with many shape keys produces a .dae ten times the size of the source. If the destination ignores morph targets, as most old Collada importers do, FBX or GLB serves better.

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

GLB or glTF, which can I upload?

Both. A .glb is one file and goes in as it is. A .gltf is several files; put the .gltf, its .bin and its images in a zip and upload that.

When is Collada still the right target?

When the program on the other end takes little else: SketchUp, Second Life and OpenSim mesh upload, older game engines, some robotics and simulation packages. For anything current, FBX or GLB is the better road.

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 GLB first?

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

I need a VTubing avatar, not a plain model

Then DAE 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? DAE 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