FBX to GLB Converter
Turn an FBX into one GLB file for the web, AR and game engines, right in your browser. The converter keeps the scene tree, skinned meshes with their bones, blend shapes and animation clips, and packs embedded textures into the GLB. If the FBX points to separate texture images, the page names each one, and you can add them. FBX materials are mapped to glTF PBR materials, and the table shows how. glTF uses metres, so the FBX unit scale is applied and a centimetre model stays the right size. Every GLB is read back straight after it is written with a glTF loader, and the page shows the triangles, skins and animations it found, with a 3D view of the result. Nothing is uploaded.
100% private — everything runs in your browser. Everything runs in your browser; your FBX and texture files are never uploaded.
Size
The GLB is written in metres, Y-up, as glTF 2.0 sets.
Animation
Runs in your browser: the FBX and any textures are read and packed into one GLB on your device, with no upload and nothing saved. The 3D engine (three.js) loads from the jsDelivr CDN. You may use what you make here, including commercially, with no credit needed. The rights in your own models stay as they were. Not affiliated with Autodesk.
How to convert an FBX to GLB
- Drop the FBX (and its texture images, if they are separate files), or click Try a sample.
- Check the file details: units, bones, animations and any missing texture listed by name. Use Add texture files to add it.
- Keep or drop the animations.
- Check the 3D view of the GLB as read back, then download the GLB.
What you can use it for
- Put a character or prop on a website or in AR as one GLB
- Bring an animated FBX into a web 3D viewer or game engine that prefers glTF
- Send a client one file instead of an FBX and a folder of textures
- Turn a centimetre FBX into a metre-scale glTF scene
- Check which textures an FBX refers to before sharing it
- Get PBR materials from older FBX materials as a starting point
What carries over from FBX to GLB
| FBX | In the GLB | Notes |
|---|---|---|
| Meshes and scene tree | Nodes and meshes with the same names and transforms | Polygons with more than 3 sides are split into triangles |
| Bones and skin weights | Skin (joints and weights) | Up to 4 bone influences per vertex, as glTF stores them |
| Animation clips | Animations | Kept by default, then read back and listed; or dropped if you choose |
| Blend shapes | Morph targets | |
| Embedded textures | Images packed into the GLB | Separate texture files: added by you, or listed as missing |
| Phong / Lambert materials | PBR metallic-roughness materials | See the roughness table below |
| Unit scale | Metres | From UnitScaleFactor |
| Cameras, lights | Not converted | Listed in the notes |
How FBX shininess maps to roughness
| Shininess (Phong exponent) | Roughness in the GLB |
|---|---|
| 0 | 1 |
| 10 | 0.639 |
| 30 | 0.5 |
| 100 | 0.374 |
| 500 | 0.251 |
Roughness = (2 ÷ (n + 2)) to the power ¼, the usual match between a Phong exponent and a microfacet roughness. It is an approximation: check the look in a glTF viewer and adjust if needed.
Units and the size of the GLB
| Units stored in the FBX | UnitScaleFactor | 1 unit in the GLB | A 10-unit cube in the GLB |
|---|---|---|---|
| millimetres | 0.1 | 0.001 m | 0.01 m |
| centimetres | 1 | 0.01 m | 0.1 m |
| inches | 2.54 | 0.0254 m | 0.254 m |
| metres | 100 | 1 m | 10 m |
The FBX unit scale is the number of centimetres in one unit of the file. glTF 2.0 uses metres and +Y as up, so the converter scales by UnitScaleFactor ÷ 100 and turns Z-up files to Y-up.
Next steps
Need a print file from the same model? GLB to STL turns the GLB into an STL. Have an OBJ with textures? OBJ to STL makes a print file from it. Check print models in the STL viewer.
Sources
Sources: The National Archives (UK) PRONOM: FBX (Filmbox) Binary, fmt/1009; The National Archives (UK) PRONOM: FBX (Filmbox) Text, fmt/1010; Autodesk FBX SDK reference: FbxSystemUnit (scale factor relative to centimetres); Khronos glTF 2.0 Specification (GLB binary file format, metres, +Y up, PNG and JPEG images); three.js r186 FBXLoader source (binary FBX 6400+, ASCII FBX 7000+).
Not affiliated with Autodesk.
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Frequently asked questions
Is this FBX to GLB converter free?
Yes. There is no sign-up, no watermark and no limit on how many files you convert. The conversion runs in your browser, so your files never leave your device.
Are animations kept?
Yes, by default. Skinned meshes, bones, blend shapes and every animation clip in the FBX are written to the GLB, and the GLB is then read back to check the clips are there; the check line lists each clip with its length. Choose Drop if you only want the model in its rest pose.
Why is my GLB untextured?
Many FBX files refer to texture images that sit next to them instead of embedding them. The page lists each texture it was asked for but did not get, by name. Add those PNG or JPEG files with Add texture files and the GLB is made again with them packed in.
How are FBX materials turned into glTF materials?
FBX materials are usually Phong or Lambert. The diffuse colour and texture become the base colour, transparency becomes alpha, emissive stays emissive and a normal map stays a normal map. Shininess (n) becomes roughness as the fourth root of 2 ÷ (n + 2), and metallic is 0. Specular and bump maps have no core glTF match and are listed in the notes.
Will the GLB be the right size?
glTF uses metres. The converter reads the FBX unit scale (centimetres per unit) and scales the model to metres, so a 180 cm character is 1.8 m in the GLB. If the file’s unit is wrong, choose the FBX units yourself.
Z-up or Y-up?
glTF is Y-up. FBX files that store Z-up are turned to Y-up as a whole, so the model stands upright in glTF viewers.
Is the GLB compressed?
No. It is written without Draco or meshopt compression, so every glTF viewer can open it without extra decoders. Textures are stored as PNG or JPEG images inside the file.
Which FBX versions work?
Binary FBX from version 6.4 and ASCII FBX from version 7.0, which covers files from current 3D apps and asset stores (most are binary FBX 7.4 or 7.5+). Older files are refused with a message naming their version; open them in a 3D app and export again as FBX 7.4 or newer.
Are my FBX and textures uploaded?
No. The FBX and any texture images are read and packed into the GLB by JavaScript in your browser, so they never leave your device. There is no sign-up and no watermark.