GLB to FBX converter: the skeleton and the skin weights kept
Drop a .glb and get one .fbx file, converted in Blender on our server. The trip keeps the skeleton and the skin weights, the shape keys, the materials and the textures and vertex colours where the file has them; nothing the source holds is lost on the way. Free, no account, nothing to install.
How do I convert GLB to FBX?
Drop the file on this page, wait while the server converts it, and download one .fbx file.
- 1Choose a .glb. Files up to 100 MB.
- 2The converter opens it in Blender on our server and writes FBX. Most files take under a minute; the page shows the result in 3D when it is done.
- 3Download one .fbx file. The upload and the result are deleted 3 days later.
- In:
- .glb / .gltf (zipped with its folder)
- Out:
- one .fbx file
- Keeps:
- the skeleton and the skin weights, the shape keys, the materials and the textures and vertex colours where the file has them
- Cost:
- free, no account
- 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 binary FBX with the mesh, the materials, the skeleton and the skin weights, and the images embedded in the file so it travels as one piece. Shape keys are written as blend shapes.
GLB and FBX 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, the materials and the textures and vertex colours where the file has them, and nothing the source holds is lost on the way. FBX is what Unity, Unreal, Maya, 3ds Max and Blender open natively.
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.
An FBX names its textures by path when they are not embedded
We embed every image we have, so the file opens textured wherever it goes. An image the source never contained cannot be embedded; the material then names it by file name and your 3D tool asks for it.
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 100 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.
Will Unity and Unreal read the rig?
Yes. The skeleton, the skin weights and the blend shapes are written the way their FBX importers expect; Unity's Humanoid mapping and Unreal's skeleton import both work from it.
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 FBX 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.
GLB to OBJ
GLB in, OBJ out, free: zipped with its files.
FBX to GLB
FBX in, GLB out, free: one file.
FBX to OBJ
FBX in, OBJ out, free: zipped with its files.
Blender (.blend) to FBX
Blender (.blend) in, FBX out, free: one file.
STL to FBX
STL in, FBX out, free: one file.
PLY to FBX
PLY in, FBX out, free: one file.
DAE to FBX
DAE in, FBX out, free: one file.
USDZ to FBX
USDZ in, FBX out, free: one file.
GLB to STL
GLB in, STL out, free: one file.
GLB to PLY
GLB in, PLY out, free: one file.
GLB to DAE
GLB in, DAE out, free: zipped with its files.
GLB to USDZ
GLB in, USDZ out, free: one file.
FBX to STL
FBX in, STL out, free: one file.
FBX to PLY
FBX in, PLY out, free: one file.
FBX to DAE
FBX in, DAE out, free: zipped with its files.
FBX to USDZ
FBX in, USDZ out, free: one file.
GLB to 3MF
GLB in, 3MF out, free: one file.
3MF to FBX
3MF in, FBX out, free: one file.
FBX to 3MF
FBX in, 3MF out, free: one file.
OBJ to GLB
OBJ in, GLB out, free: one file.
STL to GLB
STL in, GLB out, free: one file.
PLY to GLB
PLY in, GLB out, free: one file.
DAE to GLB
DAE in, GLB out, free: one file.
USDZ to GLB
USDZ in, GLB out, free: one file.
3MF to GLB
3MF in, GLB out, free: one file.
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? FBX 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