FBX → OBJ

Convert FBX to OBJ

Strip your FBX down to a clean OBJ + .mtl pair. Useful when you only need the geometry: CAD viewers, ZBrush, MeshLab, 3D-printing slicers. Animations, rigs and PBR maps are dropped — that's the point of going to OBJ.

fbx to obj converter · convert .fbx to .obj · fbx obj online

Why convert FBX to OBJ?

FBX is a heavy, animation-friendly container. OBJ is the opposite: a 30-year-old text format that does one thing — static geometry — and does it for every tool ever made. When you only need the mesh, OBJ is a smaller, simpler, more universal target.

The conversion is intentionally reductive. Out of an FBX, the OBJ keeps: vertex positions, faces, UV coordinates, vertex normals, vertex colors (some tools support them in OBJ), and material slots written as a sibling .mtl file. Out it leaves: skeletal animations, morph targets, rigging, embedded textures with PBR data, scene hierarchy beyond mesh grouping.

The .mtl file references textures by filename — if your FBX embedded them, you'll get a separate set of texture files written alongside, and the .mtl points to them. Keep all three (.obj, .mtl, textures) together when sharing.

What survives the FBX → OBJ conversion

Computed automatically from the capabilities of each format.

Feature FBX OBJ Status
Geometry (vertices & faces) Preserved
UV texture coordinates Preserved
Vertex normals Preserved
Vertex colors Lost
Basic materials (diffuse, specular) Preserved
Embedded textures Lost
Keyframe animations Lost
Skeletons & rigs (skinning) Lost
Morph targets / blend shapes Lost
Multiple meshes in one file Preserved
Parent/child hierarchy Lost

When you need this conversion

Import FBX models into ZBrush, MeshLab, MeshMixer
Prepare 3D-printed assets (slicers love OBJ)
Convert game assets for CAD/engineering tools
Archive a static snapshot of an animated FBX

Tips

Most slicers prefer OBJ over FBX — this is a common workflow for printing game assets.
OBJ is the safest archival format: text-based, human-readable, supported forever.
For static FBX with PBR, GLB is a better target than OBJ — it keeps the PBR.

Common pitfalls

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

Animations are dropped

OBJ has no animation. Only the bind pose / frame 0 is exported. Need animation? Convert to GLB or stay in FBX.

PBR maps don't survive

OBJ's .mtl spec predates PBR. Roughness, metalness, emissive maps are dropped. Diffuse and normal maps come through.

Hierarchy flattens

FBX scene graphs with nested null nodes get flattened. The OBJ has one or several meshes with no parent/child relationships.

Scale may shift

FBX has explicit scene units; OBJ does not. If your FBX was in cm and you import the OBJ assuming meters, expect a 100× scale issue. Check your import settings.

Frequently asked questions

Will textures come through?
Diffuse and normal maps yes, via the .mtl sidecar. PBR-specific maps (roughness, metalness, emissive) are dropped — OBJ's material format predates PBR.
Why two output files?
OBJ stores material info in a separate .mtl. The .obj references the .mtl by name — keep them together when sharing.
What about animations?
They're dropped. OBJ is a static-mesh format. Use GLB or stay in FBX if animation matters.

Related conversions

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