Free tools / FBX → GLB

FBX to GLB.

Turn an FBX file into a GLB for the web, three.js, Godot or any glTF app. The skeleton, skin weights, blend shapes, every animation take and the textures come along. Nothing is uploaded.

Specification

What this tool does

Reads binary or text FBX with the three.js FBX loader, applies the unit and up axis the file declares, and writes one self-contained GLB in metres with Y up. Joints stay joints, skinned meshes keep their weights and bind pose, blend shapes stay, and every animation take becomes a glTF animation with its own keys. Base color, normal and emissive images are packed as their original bytes; TGA, BMP, GIF and WebP pictures are turned into PNG first.

Inputs
Binary FBX, version 6.4 (6400) or newer
Text FBX, version 7.0 or newer
Textures saved next to it (PNG, JPEG, TGA, BMP), a folder or a .zip
Outputs
Binary glTF 2.0 (GLB) in metres, Y up, with packed textures and one animation per take
Controls
Up axis: from the file, Y up or Z up
Limits
64 MiB per file and 256 MiB per drop; up to 1,000,000 triangles
Cameras, lights, and bump, specular and transparency maps are not kept
Keys are kept as they are; between keys the motion is a straight blend

Privacy: Files are parsed, previewed and written back inside your browser. Nothing is uploaded, no account is needed and no generation credits are spent.

Maintained by Bake3D · Updated

What this converter keeps

FBX is the file most 3D apps and game engines trade. GLB is the one file the web, three.js, Babylon.js and Godot like best. This tool turns the first into the second and keeps what you need to animate:

  • The skeleton. Every joint stays a joint, with the same name and the same parent. Names like mixamorig:Hips keep their colon.
  • The skin weights. Each point of a skinned mesh follows the same bones by the same amounts.
  • Every animation take. Each take in the FBX becomes its own animation in the GLB, with the same name and length.
  • Blend shapes. Shape keys and their animation come along as glTF morph targets.
  • Textures. The base color, normal and emissive pictures go inside the GLB, so you have one file to move around.

How to convert FBX to GLB

  1. Drop your FBX file on the box above, or click to choose it. If its textures sit next to it as separate files, add them too, or drop the whole folder or a .zip.
  2. Leave Up axis on From the file. Change it only if the result lies on its back.
  3. Watch the preview. It is the GLB that was just written, read back by three.js, and it plays each animation.
  4. Read the report. It lists the meshes, joints, animations and textures it found, and anything the GLB could not hold.
  5. Download the .glb file.

Your files never leave your computer. The whole conversion runs in your browser, with no upload and no account. The sample fox, a 4 MB FBX with 60,000 triangles, 29 joints and three takes, converts in well under a second on a laptop.

Units and up axis

glTF has one rule for size and direction: one unit is one metre, and Y points up (glTF 2.0 specification, section 3.4). FBX files can use any unit and any up axis, and they say which in their settings.

The converter reads those settings from the file. An FBX in centimetres, the most common unit, is scaled to metres, so a 180 cm character comes out 1.8 m tall. A file saved with Z up, as 3ds Max and some CAD apps do, is turned so Y is up. The report says what the file declared and what was done.

The scale and turn are built into the data itself. Your GLB does not get an extra parent node scaled to 0.01, and the skeleton does not hang from a node that turns it. Many converters leave those wrapper nodes behind, which makes the model awkward to edit later.

Textures

Pictures packed inside the FBX are copied into the GLB as they are, byte for byte. PNG and JPEG never get squashed again. Pictures saved next to the FBX are found by name, so add them with the FBX. A file can name a path from the computer it was made on, like C:\Users\Art\skin.png. The converter still finds skin.png among the files you added.

glTF holds PNG and JPEG pictures. TGA, BMP, GIF and WebP are turned into PNG in your browser first, and the report names each one. Formats a browser cannot read, such as PSD or TIFF, are named and left out, so save them as PNG first.

Materials become glTF materials with a metal and roughness setting. FBX materials use an older shine value, so the converter works out a roughness from it and sets metal to zero. Check the look in your app and adjust roughness if the surface is too shiny or too dull.

Animation keys

The converter copies each key at its own time. Games and most exports put a key on every frame, and those convert exactly. Some apps thin out the keys and join them with smooth curves. three.js reads the keys but not the curves, so between two keys the motion becomes a straight blend. The report has a keys line that tells you which kind your file has.

If the line says some keys are far apart, export the FBX again with a key on every frame. In Blender, set Simplify to 0 under Bake Animation when you export. We tested this: a fox exported from Blender with Simplify at 0 converted to a GLB that matched Blender’s own pose at every time we checked.

What this converter does not keep

  • Cameras and lights. Apps often add a light to an FBX without asking, so the GLB leaves them out.
  • Bump, specular, transparency and reflection maps. glTF has no slot for most of them.
  • Smooth curves between animation keys, as explained above.
  • The FBX’s own material settings beyond color, transparency, normal and emissive.

The report beside the download names anything from your file that was left out.

Open the GLB in your app

On the web. three.js, Babylon.js and <model-viewer> load GLB files directly. Our free GLB viewer shows the bones and plays each animation, with nothing to install.

Godot. Godot calls glTF 2.0 its recommended format (Godot docs). Drop the GLB into your project. Our guide on animated GLB files in Godot covers the import settings.

Blender. Use File, Import, glTF 2.0. Each animation becomes an action. Our guide on opening a rigged GLB in Blender shows where to find them.

Unity. Unity needs a glTF package to read GLB. If your project is in Unity, keep the FBX, or read our animated GLB in Unity guide.

How we checked it

Automated tests write FBX files with known content, convert them to GLB and read the GLB back with three.js. One test scene has a turned and scaled rig, a skinned tail, a mesh with two materials, a packed PNG, a camera and two takes with different kinds of keys. On every frame we checked, every point of the GLB sat within 0.1 mm of the original. The packed PNG came out byte for byte. Other tests cover a text FBX in inches with Z up, a texture found next to the FBX by name, a missing texture, joint names with a colon, and a blend shape with its animation. In Chrome, a TGA and a WebP texture were turned into PNG with every pixel the right way up.

We also opened the results in Blender 4.4. The sample fox converted to a GLB that matched the original fox at rest and at 0, 0.5 and 1 second into each of its three animations. We then exported the fox from Blender as FBX, with its own bone layout and extra end bones and Simplify at 0, and converted that file. Blender showed the converted GLB in the same pose as Blender’s own FBX import at each of those times. A cube with an animated shape key kept the shape key and its motion. We have not yet tested Blender 5’s new FBX importer, Unity or Unreal Engine with these files.

Common questions

Does the GLB keep my animations?

Yes. Every take becomes its own glTF animation with the same name and length. Keys are copied at their own times. If your FBX joins far-apart keys with smooth curves, the motion between those keys becomes a straight blend, and the report tells you so.

Why is my model lying down or turned?

The converter follows the up axis written in the FBX. A few apps write the wrong one. Switch Up axis to Y up or Z up and the preview updates at once.

Why are my textures missing?

The FBX names a picture that was not added. Add the texture files together with the FBX, or drop the folder or .zip that holds them. The report lists every texture file it could not find.

Is my file uploaded anywhere?

No. The converter runs entirely in your browser. Nothing is sent to Bake3D or anyone else.

Can I convert the GLB back to FBX?

Yes. Our free GLB to FBX converter keeps the skeleton, skin weights and animations on the way back. To learn more about the format, read what a GLB file is.

Can Bake3D rig a model I convert here?

No. Bake3D does not rig or animate models you upload. It makes a new textured model from a picture, then rigs and animates it for you. You can play the free demo, or see how image to 3D works.

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