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3DToolBench

Convert FBX to GLB

GLB is what browsers, phones and AR viewers read. FBX is what modelling and game software writes. This tool moves the meshes and their material colours from one to the other, in a single file with nothing hanging off it.

Drag a 3D file here, or.

This page is set up for FBX files. Other formats we can read work here too.

The file is read on your own computer. It is never uploaded.

Add a file to switch this on.

Your file is read by your own browser and never sent to a server. There is no upload, no account and no copy of your model anywhere but on your computer.

One file instead of a folder

An FBX usually travels with a folder of textures beside it, and half the trouble people have with the format is that the folder went missing. GLB packs everything into one binary file, which is why every web viewer asks for it — and it is why this conversion is worth doing even when nothing else changes.

The scene tree is flattened as it is read: each mesh is placed exactly where its node put it, so the model arrives assembled rather than as a pile of parts at the origin.

Textures packed inside the FBX come with it

Most FBX files carry their pictures inside them rather than beside them. Those are read, decoded and written into the GLB, along with the texture coordinates that place them, so the model arrives textured rather than in a flat colour.

A picture the FBX only names — a file that was meant to be in the folder next to it — cannot be carried, because it is not in the file you gave us and nothing here goes looking on your computer for it. The model still converts, with the unwrap intact, so linking the picture again afterwards is quick.

What does not survive

Animation, skeletons and skinning weights. Those need a converter built around glTF’s animation model, and this one is built around geometry. An animated FBX loads and converts perfectly well; the GLB holds the model in its rest pose.

For a static model that has to appear in a browser, that is usually everything you needed. For an animated character it is not, and the honest answer is that this is the wrong tool for that job.

Scale: centimetres to metres

FBX is normally centimetres. glTF and GLB are defined as metres — one unit is one metre, and every viewer assumes it. That is a factor of a hundred, and it is the reason a converted model so often turns up either invisible or filling the whole screen.

The unit boxes below the model handle it: centimetres in, metres out, with the measurements shown so you can check the result is the size you meant before downloading.

What happens to a rig, in detail

A rigged FBX holds three separate things: the mesh, a skeleton of bones, and a set of weights saying how much each bone pulls on each vertex. glTF has a proper place for all three, so this is not a case of the target format being unable to hold it — it is a limit of this converter, which is built around geometry.

The practical result is that the GLB contains the mesh in its rest pose, with no skeleton and no weights. It will look correct standing still and there will be nothing to animate.

If the rig matters, Blender is the honest route: import the FBX, check the armature came through, then export glTF 2.0 with Include, Armature ticked. It takes about a minute and produces a GLB with the skin and animations intact. That is a better answer than a converter that quietly drops them.

What survives, and what does not

Kept in the GLB file

  • Every mesh in the scene, in the place the scene put it
  • Object names
  • Material colours
  • Textures packed inside the FBX, with the coordinates that place them
  • The real size, once the source unit is right

Lost on the way

  • Animation, skeletons and skinning weights
  • Pictures the FBX only names, which are not inside the file
  • Cameras, lights and anything else that is not a mesh

How to convert FBX to GLB

  1. Drop the .fbx file in

    Binary and text FBX are both read, along with any pictures packed inside the file. The folder that sat beside the FBX is not needed.

  2. Check the object list

    Each mesh keeps its name and stays separate in the GLB, which is what lets a web viewer hide or highlight one part.

  3. Set centimetres in, metres out

    This is a factor of one hundred and it is the usual reason a converted model is invisible or fills the screen. The measurements beside the model are shown in the output unit, so check them.

  4. Leave the up axis alone

    FBX and glTF are both Y-up, so nothing needs rotating. The boxes are there for files that disagree with their own convention.

  5. Download the .glb

    One binary file with geometry, material colours and any embedded textures. The rest pose is what you get; there is no animation in it.

FBX and GLB compared

FBX and GLB compared, row by row
PropertyFBX.fbxGLB.glb
File contentsBinary in every version since 2009, with an older text form still accepted.One binary file: a small header, the same JSON as glTF, then all the buffers and images.
GeometryTriangles and polygons, with full skinning, blend shapes and animation curves.Triangles, with skinning weights and animation channels alongside them.
UnitsRecorded in the file header, commonly centimetres.Metres, fixed by the specification.
Colour and textureMaterials and textures, optionally embedded inside the file itself.Full physically based materials, with the texture images packed inside the file.
Separate objectsA full scene graph with bones, cameras, lights and animation takes.A scene graph of named nodes, each with its own position and rotation.
Published byKaydara, 1996, bought by Autodesk in 2006. The format is closed.The Khronos Group, 2015, as the single-file packaging of glTF.
Written byMaya, 3ds Max, MotionBuilder, Unity and Unreal.Blender, Sketchfab, Substance Painter, and every tool that ships models to the web.

Questions

Will the animation come through?
No. This converter carries geometry, material colour and textures. An FBX with animation loads and converts, but the GLB holds the model in its rest pose and no animation clips.
The model is enormous in my viewer. Why?
Units. glTF means metres and FBX usually means centimetres, so the numbers are a hundred times too large if nothing converts them. Set the first box to centimetres and the second to metres.
Should I pick GLB or glTF?
GLB for anything you are going to publish: one file, smaller, nothing to lose. glTF when you want to read or edit the JSON by hand.
Is my file uploaded?
No. The FBX is read by your own browser and the GLB is written there too. Nothing is sent to a server, which matters if the asset is not yours to share.
I need the animation. What should I do instead?
Use Blender. Import the FBX, then export glTF 2.0 with Include, Armature ticked. It keeps the skeleton, the skin weights and the animation clips, and takes about a minute.

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