USDZ to FBX converter: the skeleton and the skin weights kept
Drop a .usdz 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 USDZ to FBX?
Drop the file on this page, wait while the server converts it, and download one .fbx file.
- 1Choose a .usdz. Files up to 50 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:
- .usdz, .usd, .usda, .usdc
- 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 .usdz is a self-contained USD package and is the form that always works; .usd, .usda and .usdc are taken too, zipped with their folder. Every path inside is checked before the file is opened: only relative paths that stay inside the upload are followed. Meshes, UsdPreviewSurface materials, skeletons and blend shapes are read; cameras and lights are not.
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.
USDZ 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 USD that reaches outside its folder is refused
USD assembles scenes out of other files. An absolute path of any operating system, a web or file:// address, a path that climbs out of the folder, a layer referenced but not uploaded, or value clips get the whole conversion refused. Package the scene as a .usdz, or zip the folder.
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 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
Are .usd, .usda and .usdc accepted, or only .usdz?
Yes, all four, as input. A loose layer with files beside it should be zipped with its folder; a .usdz goes in as it is.
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 USDZ first?
Yes, without uploading anything: the USDZ viewer draws it in your browser. Open the USDZ 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 FBX
GLB in, FBX out, free: one file.
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 GLB
USDZ in, GLB out, free: one file.
USDZ to OBJ
USDZ in, OBJ out, free: zipped with its files.
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.
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.
3MF to FBX
3MF in, FBX out, free: one file.
FBX to 3MF
FBX in, 3MF out, free: one file.
GLB to USDZ
GLB 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.
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