Runs on your device · Your file never leaves your device.
GLB is what the web and AR want: one self-contained file with geometry, materials, textures and animation inside it. FBX is what came out of your animation package. This converts one to the other in the tab, with the clips intact.
This is the conversion to use when you need to get a model “onto the web”. A GLB drops straight into a model viewer, into a browser scene, into AR on Android, and into most engines — and because everything is packed into the single file, there are no missing textures at the far end.
The conversion runs on your own machine, which for a 3D file is the whole point: a model is usually a client’s product, a scanned property or something not yet announced. Nothing is sent to a server, so there is nothing to delete afterwards and nothing to take anyone’s word for.
Not for: Converting back the other way — GLB in, FBX out is not offered, because FBX cannot be written here.
When the main FBX reader opens your file, the GLB receives the node hierarchy, skinned meshes with their bones and weights, blend shapes (morph targets) and every animation clip found. Objects you hid in your scene are written too. An FBX with animation clips but no mesh also converts: the GLB carries the clips alone, which is a normal way to keep an animation library.
Materials change form on the way. FBX describes a surface with a specular colour and a shininess value; GLB describes it as metal and roughness. The diffuse colour, opacity, colour texture, normal map, emissive colour and ambient-occlusion map are carried. Specular colour, shininess and bump maps are not, and every surface is written fully rough and non-metallic, so glossy parts arrive matte. You can restore the gloss where you open the GLB, for example in Blender.
The main reader accepts text FBX from version 7.0 and binary FBX from version 6.4. When it refuses a file, or stops on a layout it does not expect, a second reader takes over. It handles text and binary in both the 6.x and 7.x layouts, and keeps every polygon mesh, normals, UV coordinates, the node hierarchy with positions, rotations and scales, and each material's colour and opacity. It does not carry animation, skinning or texture images, so a file read this way shows zero animations and zero textures in the panel after converting. Both readers stand a Z-up file upright, because GLB is Y-up.
The tool reads the file's first bytes instead of trusting its name. A zip saved as .fbx is unpacked, the largest model inside is used, and the images in the zip stay beside it. A .fbx.gz is decompressed, a text FBX saved as UTF-16 is re-encoded, and stray bytes before a binary FBX header are skipped. A GLB or OBJ given an .fbx name is opened as what it really is. RAR and 7z archives cannot be opened here; unpack them, or zip the files, and add that. A file matching no 3D format is refused with a description of what its contents look like, so you know to export it again rather than retry.
The GLB is tidied without moving any geometry: identical materials, textures and data blocks are merged, unused data is dropped, and exactly identical vertices are joined. On a real model with 13 meshes and 18,034 triangles this took the file from 934 KB to 612 KB, triangle count unchanged. The page shows both sizes when it saves anything. Texture images are stored inside as PNG, so large JPEG textures can make the GLB bigger than the FBX.
This page in other languages: العربية · Deutsch · Français · Español · Русский · Português · 中文 · हिन्दी · Türkçe · עברית · فارسی · اردو · Bahasa Indonesia · বাংলা