GLB to USDZ converter: the skeleton and the skin weights kept
Drop a .glb and get one .usdz 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 USDZ?
Drop the file on this page, wait while the server converts it, and download one .usdz file.
- 1Choose a .glb. Files up to 50 MB.
- 2The converter opens it in Blender on our server and writes USDZ. Most files take under a minute; the page shows the result in 3D when it is done.
- 3Download one .usdz file. The upload and the result are deleted 3 days later.
- In:
- .glb / .gltf (zipped with its folder)
- Out:
- one .usdz 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 .usdz package: Y-up, metres, a default prim, UsdPreviewSurface materials with the textures inside, uncompressed as the specification requires. It is checked as a package, not on a phone; try it on your own device before shipping it.
GLB and USDZ 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. USDZ is what AR Quick Look on iPhone and iPad, and USD pipelines, read.
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.
Materials become UsdPreviewSurface
That is the one material model AR Quick Look reads: base colour, metallic, roughness, normal, opacity, emission. Toon shading, glTF extensions such as transmission, and custom node graphs have no place in it and arrive as a plain surface.
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.
Will this open in AR Quick Look?
It is written the way Apple's viewer expects: a .usdz package, Y-up, metres, UsdPreviewSurface materials, textures inside. We check the structure of the file, not a device, so try it on your own phone. The usual failures are very large textures and materials the preview surface cannot express.
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 USDZ 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 FBX
GLB in, FBX out, free: one file.
GLB to OBJ
GLB in, OBJ out, free: zipped with its files.
USDZ to GLB
USDZ in, GLB out, free: one file.
USDZ to FBX
USDZ in, FBX out, free: one file.
USDZ to OBJ
USDZ in, OBJ out, free: zipped with its files.
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.
FBX to USDZ
FBX in, USDZ out, free: one file.
OBJ to USDZ
OBJ in, USDZ out, free: one file.
STL to USDZ
STL in, USDZ out, free: one file.
PLY to USDZ
PLY in, USDZ out, free: one file.
DAE to USDZ
DAE in, USDZ out, free: one file.
USDZ to STL
USDZ in, STL out, free: one file.
USDZ to PLY
USDZ in, PLY out, free: one file.
USDZ to DAE
USDZ in, DAE out, free: zipped with its files.
GLB to 3MF
GLB in, 3MF out, free: one file.
FBX to GLB
FBX in, GLB 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.
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? USDZ 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