Convert .blend to GLB — Blender to glTF binary
Convert .blend straight to GLB (binary glTF) — the modern web/AR/mobile pivot format. PBR materials, embedded textures, animations and skeletal rigs come through more cleanly than via FBX.
blender to glb · convert .blend to .glb · export blender glb online
Drop a file
Blender
.blend
Export
GLB
.glb
Why convert Blender to GLB?
GLB is glTF's binary container — one file, everything embedded, optimized for runtime delivery. It's the format Three.js, Babylon.js, Godot, Sketchfab, AR Quick Look and most modern engines prefer. For Blender users, glTF is also the highest-fidelity export target after the .blend itself.
This conversion preserves more than FBX does: PBR roughness/metalness maps stay PBR (no Phong fallback), embedded textures survive in their compressed form, vertex colors travel intact, and the scene hierarchy is preserved. If you're aiming at a modern engine, GLB is the better target than FBX in almost every case.
The .blend reader handles Blender 2.5 through 4.x. Applied geometry, UVs, vertex normals, vertex colors, materials (with a sensible PBR mapping from Cycles principled BSDF), skeletal animations and shape keys come through. Unapplied modifiers and procedural shaders don't — those are Blender runtime concepts with no equivalent in glTF.
What survives the Blender → GLB conversion
Computed automatically from the capabilities of each format.
| Feature | Blender | GLB | Status |
|---|---|---|---|
| Geometry (vertices & faces) | ✓ | ✓ | Preserved |
| UV texture coordinates | ✓ | ✓ | Preserved |
| Vertex normals | ✓ | ✓ | Preserved |
| Vertex colors | ✓ | ✓ | Preserved |
| Basic materials (diffuse, specular) | ✓ | — | Lost |
| PBR materials (metalness/roughness) | ✓ | ✓ | Preserved |
| Embedded textures | ✓ | ✓ | Preserved |
| Keyframe animations | ✓ | ✓ | Preserved |
| Skeletons & rigs (skinning) | ✓ | ✓ | Preserved |
| Morph targets / blend shapes | ✓ | ✓ | Preserved |
| Multiple meshes in one file | ✓ | ✓ | Preserved |
| Parent/child hierarchy | ✓ | ✓ | Preserved |
When you need this conversion
Tips
Common pitfalls
Read these before converting — they save hours of debugging in your engine.
Unapplied modifiers stay unapplied
Subdivision Surface, Mirror, Array — if you didn't apply them in Blender, the GLB has the base mesh only. Apply first, then convert.
Lights and cameras travel but most engines ignore them
glTF supports lights/cameras via extensions, but Unity/Unreal/Godot importers usually ignore them. Don't rely on lighting from glTF for engine work.
Custom shaders → Principled BSDF approximation
The importer maps Cycles materials to glTF's PBR (metalness/roughness). Custom node setups are approximated by sampling the principled inputs — complex shaders won't look identical.
Animations need an NLA strip
Actions loose in the Action Editor without NLA tracks may not export. Push to NLA in Blender first.