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Convert GLB to FBX

GLB is the web and AR format; FBX is what many game engines, animation and DCC tools expect. This converter reads your .glb, keeps every mesh in its place with its materials, and writes a binary FBX with the texture images packed inside, at real size in centimetres. Nothing is uploaded.

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How to use it

  1. 1

    Add your .glb

    Drop it onto the box or click to choose it. Draco and meshopt compressed files are fine.

  2. 2

    Check the model

    The preview shows the model with its textures, plus the triangle count and size.

  3. 3

    Keep real size

    GLB is in metres and FBX in centimetres, so the default multiplies by 100 and the model keeps its real size. Choose x1 only if your tool expects the raw numbers.

  4. 4

    Download the FBX

    One binary .fbx with meshes, materials and images embedded.

What to know before you convert

  • Animations, skeletons and morph targets are not written. Rigged or animated models come out as static meshes in their rest pose.
  • glTF metal-roughness materials become FBX Phong materials: base colour, opacity, emissive, normal and colour textures carry over; roughness becomes shininess, and metalness is dropped.
  • Textures are embedded in their original PNG or JPG form. WebP images are stored as PNG. KTX2/Basis compressed textures cannot be read back as images and are left out, with a warning.
  • Every mesh is baked into its place in the scene. Instanced copies are written one by one, which can make the FBX larger.

Don't have a model?

Create one with AI from a photo, a sentence or a sketch. The generators use credits; this converter is free and stays in your browser.

Frequently Asked Questions

Drop the .glb on the box above, keep the metres to centimetres scale and click Download FBX. The FBX is written in your browser with the textures inside; the GLB is not uploaded.
Yes. The texture images stored in the GLB are embedded in the FBX, and each material points to them, so the model looks textured when you import it.
No. This converter writes static meshes. An animated or rigged GLB is written in its rest pose, which is enough for props, scenery and models you will rig again.
GLB uses physically based materials and FBX uses the older Phong model. The base colour and textures are the same; shininess is estimated from roughness, so reflections can differ a little between programs.
No. The page reads the file and converts it inside your browser with the open-source three.js library. Nothing is sent to our servers, there is no account, and no credits are used. Closing the tab discards everything.