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
Drop a file
FBX
.fbx
Export
GLB
.glb
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
Tips
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.