FBX → GLB

Convert FBX to GLB — modernize your assets

Modernize FBX assets into GLB — the binary glTF format used by Three.js, Babylon.js, Godot, Sketchfab and AR Quick Look. Animations and rigs come through; Phong materials get a sensible PBR upgrade.

fbx to glb converter · convert .fbx to .glb · fbx to glb online

Why convert FBX to GLB?

FBX dominated for two decades. glTF/GLB is taking over because it's smaller, faster to load, and designed for runtime. If you have a library of FBX assets and you're moving to a web/mobile/Godot pipeline, GLB is the destination.

The conversion is mostly lossless: geometry, UVs, normals, vertex colors, skeletal animations, morph targets and scene hierarchy all transfer. The material slot is the tricky part — FBX usually carries Phong/Lambert materials, while GLB expects PBR (metalness/roughness). The converter heuristically promotes: diffuse → baseColor, specular → roughness (inverted), reflectivity → metalness. Embedded textures travel as-is, embedded inside the GLB container.

The result is a single .glb file ready to drop into Three.js / Babylon.js / Godot. File size is typically 30-50% smaller than the source FBX thanks to binary glTF's tight packing.

What survives the FBX → GLB conversion

Computed automatically from the capabilities of each format.

Feature FBX 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) N/A
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

Modernize legacy game-asset libraries to GLB
Publish FBX models to Sketchfab / WebXR / AR Quick Look
Move from a Unity/Unreal pipeline to a Godot 4 workflow
Cut bandwidth for web-delivered 3D content

Tips

GLB files are smaller than FBX — expect 30-50% size reduction.
Preview the result inline with our /tools/viewer page before shipping.
For static models (no animation), staying in OBJ is even simpler. Use GLB when you need rigs or PBR.

Common pitfalls

Read these before converting — they save hours of debugging in your engine.

Phong → PBR is an approximation

FBX materials aren't PBR. The converter does its best (specular → roughness inversion, etc.) but the visual result may differ. Re-author materials for high-end uses.

Y-up enforced

glTF is Y-up by spec. FBX is ambiguous. If your FBX was authored Z-up (common for engineering CAD), expect a 90° rotation. Adjust in your engine or pre-rotate the FBX.

Texture path references resolve only if embedded

If your FBX referenced textures by external path, the converter looks for embedded textures only. Re-export your FBX with embedded textures (FBX SDK setting), or pack manually.

Some FBX 6.x variants don't parse

Very old FBX (pre-2010) and some ASCII FBX variants from niche tools can fail. Re-save through Blender or Maya to a modern FBX 7.4+ binary first.

Frequently asked questions

Do animations come through?
Yes. Skeletal animation, morph targets, keyframe tracks on bones and transforms all transfer to glTF's animation system.
What happens to my Phong materials?
They're heuristically promoted to PBR (metalness/roughness). Diffuse becomes baseColor. The visual look may differ slightly; for hero assets, re-author materials in your engine.
Will the GLB work in Godot / Unity / Unreal?
Godot 4: native, drop-in. Unity: install the glTFast or Khronos plugin. Unreal 5+: native glTF importer included.

Related conversions

Need to do this from your backend? See the API.