FBX to GLB Converter
Convert an FBX, OBJ, STL, PLY or Collada model to GLB, the single-file glTF binary that every web engine loads. Animations come across, textures are embedded, and the options below fix the two things that go wrong most often: models arriving a hundred times too big, and models lying on their side. Nothing is uploaded, the conversion runs in your browser. Converting and previewing is free; downloading the converted GLB is part of the Standard and Pro plans.
One file every web engine loads.
Convert to GLB in your browser, with the two things that always break fixed on the way through: a model that arrives a hundred times too big, and a model that arrives lying on its back.
Why GLB for web and games
FBX is Autodesk's interchange format. It's what Maya, 3ds Max and most asset stores hand you, and no browser can read it natively. GLB is the binary form of glTF, which the Khronos Group designed specifically for delivering finished 3D over a network: one file, mesh and materials and textures and animations packed together, loading directly into three.js, Babylon.js, PlayCanvas, Godot, and the model viewers in iOS and Android.
The difference in practice is that a GLB drops into a web page and works. An FBX needs a converter first, which is what this page is.
The two things that always break
Scale. FBX files from 3ds Max and Maya are usually authored in centimetres, so a two metre character exports as 200 units. Drop it into a glTF scene, where one unit means one metre, and you get a character the size of an office block. The tool flags this when a model's bounding box looks suspicious and the cm → m preset divides by 100. Inches show up too, mostly from CAD, and that preset is there as well.
Up axis. glTF is Y-up. 3ds Max, Blender's default export, and most CAD tools are Z-up. A Z-up model loaded into a Y-up scene lies on its back. The Z up option rotates it once at conversion time, which is better than fixing it with a rotation in your game code that you then have to remember forever.
Both fixes go on a wrapper node rather than being baked into the vertices, so skinned meshes keep working. Baking a scale into a rigged mesh breaks its bind pose, which is a whole afternoon of confusion if you don't know that's what happened.
Textures, and why the output can be bigger than the input
glTF export writes embedded textures as PNG by default. PNG is lossless, and on a model whose textures started as JPEGs that means the GLB comes out larger than the FBX did. The JPEG for opaque textures option, on by default, writes JPEG for every texture that can't need transparency, which usually brings the file back down several times over with no visible difference. Textures on transparent materials stay PNG, since JPEG has no alpha channel.
If a model ships 4K textures it doesn't need, capping them at 1024 or 2048 during conversion is the cheapest size win available. For a game model viewed at normal distance, 4K is almost never doing anything.
After converting
The model stays on the stage with a full readout beside it, so you know what's in the file before you download it. Game ready checks the numbers an engine cares about and offers the two fixes that matter here, scale and up axis, as buttons.
You don't have to go anywhere for the rest either. Optimize compresses the geometry with Meshopt and strips anything unused, which is worth doing before you ship. If the model is a character with no skeleton, rigging adds one and 260 free motions retarget onto it, all on this same page.
Common questions
How do I convert FBX to GLB for free?
Drop the .fbx on the box above, fix the scale if the model looks too big, and press Export model. Loading and previewing runs in your browser with no upload and no account; the GLB download is part of the Standard and Pro plans.
Does the conversion keep animations?
Yes. Any clips inside the FBX are listed and included by default. You can turn them off if you only want the mesh, which makes the file smaller.
Will my textures come across?
If they're embedded in the FBX, yes. If the FBX references them as separate files, which is common, select those image files along with the model or zip the folder and drop the zip. An FBX with external textures and no textures supplied converts to an untextured GLB, which is usually what people mean when they say the converter "lost" their materials.
Why is my GLB bigger than my FBX?
Almost always PNG. Turn on JPEG for opaque textures, and cap texture size if the model carries 4K maps. If it's still large, the geometry is the culprit, and the optimizer will compress that.
Can I convert OBJ to GLB?
Yes. Drop the .obj together with its .mtl file and its textures, or zip the folder. An OBJ names its material library inside the file, so without the .mtl the model loads untextured.
Is my model uploaded anywhere?
No. Everything happens with the browser's file APIs and WebGL. The page works offline once loaded, which is the simplest proof that nothing is being sent.
What about GLB to FBX, the other direction?
Not possible here. FBX is a proprietary Autodesk format with no open writer, so converting back needs Blender or the FBX SDK. Blender will import a GLB and export an FBX in a few clicks and is free.