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

Drop a .usdz and get one .glb 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.

Free · no account neededNeed a VRM avatar instead? →

How do I convert USDZ to GLB?

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

  1. 1Choose a .usdz. Files up to 50 MB.
  2. 2The converter opens it in Blender on our server and writes GLB. Most files take under a minute; the page shows the result in 3D when it is done.
  3. 3Download one .glb file. The upload and the result are deleted 3 days later.
In:
.usdz, .usd, .usda, .usdc
Out:
one .glb 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 one .glb with the geometry, the materials, the skeleton and the images packed inside it, in metres and Y-up as glTF defines. Nothing has to travel beside it.

USDZ and GLB 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. GLB is what web viewers, three.js, model-viewer, Godot, Unity and Unreal importers read without a plug-in.

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.

Vertex counts go up, triangle counts do not

glTF stores one vertex per unique position, normal and texture coordinate, so a hard edge or a UV seam splits a shared vertex into two or three. A viewer that counts vertices will show more than your 3D tool did; the triangle count is the one that means the same on both sides.

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.

Do I get a .glb or a .gltf?

A .glb, the single-file form. Every viewer and engine that reads .gltf reads .glb, and there is no folder to keep together.

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 GLB 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? GLB 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