Convert GLB to FBX
GLB is the binary glTF container most marketplaces (Sketchfab, Khronos, mobile/AR assets) deliver. FBX is what Maya, 3ds Max, Unity and Unreal still expect. This converter handles the round-trip.
glb to fbx converter · convert .glb to .fbx · glb fbx converter online
Drop a file
GLB
.glb
Export
FBX
.fbx
Why convert GLB to FBX?
Most modern 3D libraries publish their models as GLB. It is compact, binary, and pre-packaged with PBR materials and textures. But a large part of the production pipeline — character rigs in Maya, animation cleanup in MotionBuilder, asset import in Unity or Unreal — is still rooted in FBX. Going from GLB to FBX is the single most-searched conversion in the 3D asset world for that reason.
Where it gets tricky: GLB stores PBR materials with metalness/roughness textures, and FBX expects a simpler Phong/Lambert shading model. Embedded textures travel fine, but the shading model is reinterpreted: roughness becomes Phong's shininess inverse, metalness usually maps to specular intensity. Geometry, UVs, normals and skinned animations transfer cleanly. Morph targets are preserved in modern FBX (7.4+) but older importers may drop them.
If you're feeding the result into Unity or Unreal, the FBX import settings in those engines re-derive PBR from the textures anyway, so the simplified materials inside the FBX rarely matter in practice.
What survives the GLB → FBX conversion
Computed automatically from the capabilities of each format.
| Feature | GLB | FBX | Status |
|---|---|---|---|
| Geometry (vertices & faces) | ✓ | ✓ | Preserved |
| UV texture coordinates | ✓ | ✓ | Preserved |
| Vertex normals | ✓ | ✓ | Preserved |
| Vertex colors | ✓ | ✓ | Preserved |
| Basic materials (diffuse, specular) | — | ✓ | N/A |
| PBR materials (metalness/roughness) | ✓ | — | Lost |
| 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.
PBR materials are simplified
FBX has no first-class PBR — roughness and metalness textures are kept but the material slot itself becomes Phong. Re-build the material in your engine using the same textures and you get the same look.
Y-up vs Z-up axis
GLB is Y-up. FBX has no enforced axis — some importers assume Y-up, others Z-up. If your model lies on its side after import, flip the up-axis in your engine's import settings rather than re-exporting.
Embedded textures grow file size
GLB embeds textures by default and the FBX we produce keeps them embedded. Expect a 1-3× file-size increase vs the source GLB because FBX is less compact.
Animations need names
Unnamed glTF animation clips become "Take 001", "Take 002"… in FBX. If your engine expects specific clip names (e.g. "Idle", "Walk"), rename them in the source glTF before converting.