STL Mesh

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.

Demo model — drop a file to replace it
Conversion runs locally in your browser.

Conversion specs

Input formatFBX (binary or ASCII — Maya, Blender, Unreal, Unity, Mixamo)
Output formatGLB (binary glTF 2.0)
Materials / texturesDefault PBR applied; original maps not embedded
AnimationsDropped — mesh written in rest/bind pose
File size limitDevice RAM only — no server limit
Unit mappingFBX units vary; glTF spec counts numbers as meters
Processing100% client-side via three.js FBXLoader + GLTFExporter
CostFree, 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.

FBXgame/animationexport + skeletonINPUTParse geometry + materialsmesh kept, default PBR,clips droppedIN THIS TABGLBbinary glTF,web & AR readyOUTPUT
What actually happens: geometry is parsed and re-packed as glTF. Original maps and animations do not come along.
  1. 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.
  2. 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.
  3. 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.
  4. 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:

  1. Export your model as FBX from the DCC app or engine.
  2. Drop it above — the preview shows exactly what will be exported, with triangle count and size.
  3. Click Download GLB and load it in three.js, Babylon, or <model-viewer>.
  4. 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 FBXIn the exported GLB
Triangle / polygon geometry (all meshes)Kept, written as an indexed glTF mesh
UV coordinatesKept on the geometry
Vertex normalsKept, or recomputed if the source has none
Scene hierarchy & node transformsBaked / preserved as a glTF scene
Original materials & embedded texturesDropped — default PBR, no texture embedding
Skeleton, skin weights, bind poseDropped — static mesh
Animations, morph targets, clipsDropped — 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.

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Written by Casey Marlin · Last updated
This update: conversion covered by scripts/test-stl.mjs