FBX → GLB · FREE · NO UPLOAD
FBX to GLB Converter — Game Assets to Web-Ready 3D
Turn a .fbx from Maya, Blender, Unity or Unreal into a web-ready .glb for three.js, AR and <model-viewer>. No upload — your model stays on your device.
What it does: parses an FBX file (Maya, Blender, Unity export — binary or ASCII) and writes GLB, the web-ready glTF binary. Geometry is kept; a default PBR material is applied so the mesh renders in a viewer.
Why you need it: FBX is the DCC and game-engine export. Browsers, three.js, Babylon.js, Android SceneViewer and product-page viewers load glTF, not FBX. This page is the hop that puts a game asset on a webpage or in AR.
How it works: three.js FBXLoader parses the file in this tab, then GLTFExporter writes a binary glTF container. No server, no upload — disconnect and it still runs.
Conversion specs
| Input format | FBX (binary or ASCII — Maya, Blender, Unreal, Unity, Mixamo) |
| Output format | GLB (binary glTF 2.0) |
| Materials / textures | Default PBR applied; original maps not embedded |
| Animations | Dropped — mesh written in rest/bind pose |
| File size limit | Device RAM only — no server limit |
| Unit mapping | FBX units vary; glTF spec counts numbers as meters |
| Processing | 100% client-side via three.js FBXLoader + GLTFExporter |
| Cost | Free, unlimited conversions, no account required |
From a game export to a file the browser can draw
FBX is Autodesk's exchange format. Maya, Blender, Unreal and Unity write it because it can carry a production scene: mesh, materials, a skeleton, skin weights and animation clips. A webpage cannot open that file. GLB — binary glTF — is what three.js, <model-viewer> and Android SceneViewer load. Converting FBX to GLB keeps the mesh and wraps it in a glTF scene so the asset can sit on a product page, in a WebXR scene, or in a three.js project.
- Export the model as FBX from Maya, Blender, Unreal or Unity. If the asset is animated, pose it first — the converter writes the rest or bind pose it finds, not a chosen frame from a clip.
- Drop the file on the drop zone above. Nothing is uploaded; the mesh is parsed in this tab. Wait for the preview so you can confirm you have the right object and that the whole figure showed up, not a fragment of a multi-mesh scene.
- Check scale against the bounds readout under the preview. FBX does not guarantee a unit; glTF counts numbers as meters. Trust the numbers on this page, then scale in the viewer or engine if the model looks 100× or 1000× off.
- Click Download GLBand drop the file into three.js, <model-viewer>, or an AR pipeline. The material is a default PBR fill — assign real maps in the destination tool. If you actually wanted a printable mesh, pick STL from the same toolbar, or use the FBX to STL converter.
That is the whole pipeline: export FBX, convert here, download GLB, embed it. Animations and original textures never come along — this tool writes a static, web-ready mesh, not a full production scene.
Putting a Unity or Maya asset on the web
A game asset or Mixamo character arrives as FBX. A browser wants GLB. This page is the bridge:
- Export your model as FBX from the DCC app or engine.
- Drop it above — the preview shows exactly what will be exported, with triangle count and size.
- Click Download GLB and load it in three.js, Babylon, or <model-viewer>.
- If the size looks off, scale on import — FBX units vary, glTF copies the numbers as-is (details in the FAQ).
Need a printable mesh instead? Use the FBX to STL converter. Need a universal editor mesh? That's the FBX to OBJ page. Going from a web model to a print file? The GLB to STL converter extracts triangles. The reverse of this page — print mesh to web — is STL to GLB.
What survives the conversion
| In the FBX | In the exported GLB |
|---|---|
| Triangle / polygon geometry (all meshes) | Kept, written as an indexed glTF mesh |
| UV coordinates | Kept on the geometry |
| Vertex normals | Kept, or recomputed if the source has none |
| Scene hierarchy & node transforms | Baked / preserved as a glTF scene |
| Original materials & embedded textures | Dropped — default PBR, no texture embedding |
| Skeleton, skin weights, bind pose | Dropped — static mesh |
| Animations, morph targets, clips | Dropped — rest/bind pose only |
| Units (unspecified in FBX) | Numbers copied as-is; glTF spec unit is meters |
FAQ
Is my FBX file uploaded anywhere?+
No. The converter parses the FBX with the three.js FBX loader inside this tab and writes a binary GLB, also locally. There is no upload endpoint. Load the page, disconnect from the internet, and the conversion still works.
Do materials and textures survive?+
Geometry and UV coordinates survive. The original FBX materials do not. This converter replaces them with a default PBR material so the mesh renders in a glTF viewer. Embedded or referenced texture maps are not packed into the GLB — there is no texture embedding step. Re-assign maps in Blender, three.js, or your engine after import. If you only need a printable mesh, pick STL from the buttons above instead.
Does the conversion keep animations?+
No. An FBX can store skeletal animation, morph targets and a timeline; this exporter writes the mesh in the rest or bind pose the loader finds. Skeleton, skin weights, clips and keyframes are dropped. If you need a specific frame, pose the character in Maya or Blender first, then export a still FBX.
Will the GLB be smaller than the FBX?+
Usually, yes — often by a lot. FBX files carry bones, clips, extra nodes and sometimes embedded maps. Those are stripped. The GLB is an indexed glTF mesh plus a default material. A game-export FBX of tens of megabytes often lands as a few megabytes of geometry. Draco compression is not applied, so any viewer that reads glTF 2.0 can open the result.
Why convert FBX to GLB instead of keeping FBX?+
Browsers, <model-viewer>, three.js, Babylon.js and Android SceneViewer load glTF. They do not load FBX. Unity and Unreal import FBX natively; a product page, WebXR scene or AR preview does not. GLB is the single-file binary form of glTF — one HTTP request, no sidecar textures required for a geometry-only export.
What about units and scale?+
Numbers are copied as-is. FBX files do not guarantee a unit — Maya and many game exporters write centimeters or meters — and glTF's spec unit is the meter. Check the bounding-box readout under the preview. A 50-unit figure stays 50 units in the GLB; scale in the destination viewer if it looks 100× or 1000× off.