GLB to PLY converter: vertex colours where the file has them kept

Drop a .glb and get one .ply file, converted in Blender on our server. The trip keeps vertex colours where the file has them; the skeleton and the skin weights, the shape keys and the materials and the textures cannot come along. Free, no account, nothing to install.

Free · no account neededNeed a VRM avatar instead? →

How do I convert GLB to PLY?

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

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

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 PLY with positions, normals, texture coordinates and, where the source carries a vertex-colour layer, colour per vertex. A model coloured by textures comes out without colour: images are not baked into vertices.

GLB and PLY do not hold the same things, and the page says so before you upload: the trip keeps vertex colours where the file has them, and the skeleton and the skin weights, the shape keys and the materials and the textures cannot come along. PLY is what MeshLab, CloudCompare, Open3D and most research code read before anything else.

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.

Colour only where the source has vertex colours

PLY colours vertices, not surfaces. A model painted with textures, which is nearly every game character, arrives as geometry with normals and texture coordinates and no colour. Keep such a model as GLB if it has to look right.

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.

Why would I want a PLY of a textured model?

Geometry processing: measuring, remeshing, sampling points, computing distances. MeshLab, CloudCompare and Open3D read PLY before anything else, and for that work the colour does not matter.

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 →

Can this become a VTuber avatar?

Not from PLY: an avatar needs a skeleton, skin weights and a face that moves, and PLY has no room for them. Convert the rigged source to VRM instead.

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? PLY 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

More tools for this format