glTF → FBX

Convert glTF to FBX — bridge modern to legacy

You have a modern glTF (text JSON + .bin + textures) and need FBX for Maya, 3ds Max, MotionBuilder or an older Unity/Unreal pipeline. This converter does the round-trip, preserving animations and rigs while degrading PBR to Phong.

gltf to fbx converter · convert .gltf to .fbx · gltf fbx online

Why convert glTF to FBX?

glTF is the future. FBX is still the present in many studios. When a pipeline expects FBX — character work in Maya, motion-capture cleanup in MotionBuilder, asset import on a legacy Unity project — you need to convert.

Going from glTF to FBX is mostly straightforward: animations, rigs, morph targets, scene hierarchy, vertex colors all transfer. The friction is materials. glTF's PBR (metalness/roughness) has no direct FBX equivalent; the converter falls back to Phong with the baseColor used as diffuse and roughness mapped (inverted) to shininess. Texture files come along — the converter follows the JSON's texture URIs and embeds them in the FBX.

Note: glTF is two-file by default (.gltf + .bin + textures folder). The converter accepts a single .gltf file when textures are external; for self-contained imports, package as .glb first or zip the bundle.

What survives the glTF → FBX conversion

Computed automatically from the capabilities of each format.

Feature glTF 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 N/A
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

Bring glTF assets into Maya / 3ds Max / MotionBuilder
Provide FBX for clients on legacy Unity / Unreal versions
Re-target animations through traditional FBX-only tools
Hand off glTF stock to FBX-only animation studios

Tips

Prefer GLB → FBX over glTF → FBX — single-file input is less error-prone.
For Unreal 5+, you can skip this conversion entirely — Unreal imports glTF natively.
Keep the source glTF around: PBR fidelity will be better if you ever go back to a modern pipeline.

Common pitfalls

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

PBR collapses to Phong

glTF's metalness/roughness maps survive as textures but the FBX material is Phong. Most engines rebuild PBR from the textures on import.

External textures need to be packaged

If your glTF references textures by URL/path, drop them next to the .gltf before converting. For self-contained inputs, convert from GLB instead.

Y-up assumption

glTF is Y-up by spec. The FBX inherits Y-up. If your target tool expects Z-up, flip in the importer (not in the FBX).

Animation clip names may need fixing

glTF animations are named in the JSON; they pass through as FBX takes. If your engine wants specific clip names ("Idle", "Walk"), make sure the source glTF has them.

Frequently asked questions

glTF or GLB — which input is better?
GLB if you have it (single file, self-contained). glTF works but you need to drop the .bin and textures next to the .gltf.
Do my animations come through?
Yes. Skeletal animations, morph targets and keyframe tracks transfer to FBX.
What about PBR?
Textures travel but the material slot becomes Phong. Engines that re-derive PBR from textures (Unity, Unreal) will reconstruct the look.

Related conversions

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