Free tools / GLB → STL
GLB to STL.
Extract static geometry from a GLB or embedded glTF file as STL. Inspect dimensions and geometry in your slicer before printing. Skinned meshes use their base bind geometry.
Specification
What this tool does
Loads a self-contained GLB or embedded glTF without decoding its images, bakes node transforms and instances, converts glTF metres to millimetres with your print multiplier and writes a Z-up binary STL. Skinned meshes use bind geometry; animation and morph targets are ignored.
- Inputs
- GLB, or glTF with embedded buffers
- Outputs
- Binary STL in millimetres, Z up
- Controls
- Print scale multiplier 0.000001–1000 (1 keeps physical scale; 0.1 is one-tenth size)
- Limits
- Model 64 MiB per file; expanded geometry is bounded at 1,000,000 vertices
- External .bin or image files are rejected before any request
- Compressed geometry needs a decoder this tool does not ship
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
Prepare GLB geometry for an STL workflow
GLB packages a glTF scene into a binary file. It can contain meshes, materials, textures, joints and animation. STL stores only triangle geometry. This converter extracts the visible base meshes, includes supported placements and instances, and writes a static binary STL. It does not turn a rendering asset into a mechanically or physically validated print automatically.
Use it when you have a self-contained GLB, or a glTF file with embedded buffers, and need the shape in a slicer or another STL application. External buffer files are not fetched by this single-file converter. Export a self-contained GLB from the source application when the glTF depends on sidecar files.
Convert with the correct physical scale
- Choose the GLB or embedded glTF file. The local input limit is 64 MiB.
- Inspect the visible geometry, part count and resulting dimensions.
- Set the print-scale multiplier. A value of 1 preserves the physical size implied by glTF’s metre units; 0.1 produces one-tenth of that size.
- Download the STL and import it into your slicer as millimetres.
- Check the sliced layers, wall thickness, orientation and build-volume fit before printing.
glTF uses metres. The converter changes those coordinates to millimetres and writes Z as the STL height axis. A one-metre dimension therefore becomes 1,000 mm at scale 1, or 100 mm at scale 0.1. This conversion does not prove the source author assigned a meaningful real-world size: AI-generated and game assets can use normalized or arbitrary dimensions. Choose the final scale deliberately.
Understand the static result
The converter preserves supported mesh placements and expands instances. Reflected transforms receive a winding correction, and unused vertices do not inflate preview bounds. Separate visible shells remain separate geometry even though they are written into one STL file. This is not a Boolean-union operation.
Skinned meshes use their base bind geometry. Animation and morph targets are omitted, and this tool does not provide a timeline for selecting a posed frame. If you need a particular pose, evaluate it in an editor and export a static mesh first. If you need to retain the animation instead, follow the animated GLB workflow.
Materials, textures, UV-based appearance, lights and cameras are not part of the STL. The importer excludes material images because decoding them is unnecessary for a geometry-only output. A neutral preview also makes it easier to see surfaces that were previously disguised by a texture.
Printing checks still matter
A rendering model may contain single-sided hair planes, intersecting pieces, holes, inverted surfaces or details thinner than a printer can reproduce. A file converter cannot infer the structural purpose of those surfaces. Inspect the STL in a slicer or mesh-inspection tool, and repair or thicken the geometry where your manufacturing process requires it.
Do not treat a successful download as a printability certificate. A model can be a valid STL while still having unsuitable walls or unsupported details. The rig and geometry checklist covers useful inspection habits for generated assets, and the image-to-STL tool provides a different route for simple rectangular reliefs.
Common questions
Why is my figure much larger than expected?
Check the reported millimetre dimensions and the scale multiplier. A game character represented as 1.8 metres becomes 1,800 mm at full physical scale. Use 0.1 for a 180 mm figure, then confirm the result in your slicer.
Why does an embedded texture not appear?
STL has no standard texture or PBR material representation. The conversion intentionally outputs geometry, and source material images are not needed for that operation. Keep the GLB for colored or animated workflows.
Why might a compressed or linked file fail?
The file must be self-contained and use geometry features supported by the installed loader. A compression extension can require a decoder that is not available in this version. Re-export uncompressed, embedded geometry when you encounter that error. Missing resources and invalid geometry are reported rather than treated as a complete conversion.
What do the tests cover?
Download tests read the exported STL again to check millimetre dimensions and Z-up orientation. They also verify that material images are not fetched and that linked geometry buffers are rejected. The sample wedge starts at 40 × 30 × 20 mm with scale 1. Flattening tests cover transforms, instances, reflected surfaces, hidden meshes and bind geometry. These are software checks on defined fixtures; review your own source and the destination import as part of the workflow. The glTF specification describes its coordinate and scene conventions.
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- GLB → OBJgltf too
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