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STLBench

Free online FBX to glTF converter

FBX to glTF — off a closed format, onto an open one

Drop an .fbx and download a .gltf, assembled here in the page with no file sent anywhere. The output is self-contained JSON: buffers embedded, so the one file works on its own. Two things are worth knowing before you click. The unit changes — FBX counts in centimetres, glTF counts in metres, and every coordinate is multiplied by 0.01 with the factor printed. And textures do not travel, because an FBX only ever named them by a file path on the machine that exported it.

  • 100% free
  • No signup
  • Self-contained glTF
  • Metres out
  • Nothing uploaded
Convert to

Drag a file anywhere on this page to open it. F fits the view, W switches shading, G the grid, R spins it.

How to convert FBX to glTF

Three steps, and the middle one explains the small numbers.

  1. Drop the .fbx

    Binary or ASCII. What comes back is a .gltf: JSON with its geometry buffers embedded, so the single file stands on its own rather than pointing at a .bin you would have to keep beside it.

  2. Check the scale line

    This is the conversion's real work. FBX counts in centimetres; glTF counts in metres by specification. A 42 mm knob is 4.2 in the FBX and 0.042 in the glTF, and both are correct. The panel prints the factor — ×0.01 — so the small numbers in the output are recognisable as right rather than alarming.

  3. Download and re-attach the materials

    Geometry, UVs and object names come across. Textures do not, because an FBX names them by file path rather than carrying them. Point your viewer or engine at the same image files and glTF will hold them properly from then on — embedded, if you export as GLB.

Technical specifications

Reads.fbx — binary and ASCII, version 7.x
Writes.gltf — JSON with buffers embedded, so one file stands alone
UnitCentimetres in, metres out — factor ×0.01, stated in the panel
KeptGeometry, UV coordinates, vertex colour, material colours, object names
Not carriedTextures, which FBX references by path rather than storing
Not carriedSkeleton, skin weights and animation — geometry only, in the bind pose
File sizeNo fixed limit — past 100 MB you are told what it will cost this tab, then it opens

Frequently asked questions

Why move off FBX at all?

Because FBX is Autodesk's and glTF is nobody's. There is no public FBX specification; every non-Autodesk tool that reads one is working from reverse engineering, and no open tool writes one at all. glTF is a Khronos standard with a published schema, loaded natively by every browser engine, three.js, Babylon, Godot, Unreal and Unity. For anything that has to survive outside one vendor's ecosystem — a website, an archive, a handover to a client — that difference is the whole argument.

Do I get animation?

Not from this page. glTF is fully capable of carrying skeletons, skin weights and keyframes — that is one of its strengths — but reading an FBX rig and rewriting it as a glTF rig is a different job from converting geometry, and doing it badly produces a file that looks right until something moves. What is written here is the mesh in its bind pose. For rigged work, Blender's FBX importer and glTF exporter are the honest route.

.gltf or .glb — which do I want?

Same data, different packaging. This page writes .gltf with its buffers embedded, which is readable text and convenient to inspect. GLB is the binary form: about a quarter smaller, one file, and what you would actually ship to a web page. If that is the destination, convert to GLB instead — the geometry is identical either way.

The numbers in the output look tiny.

They are metres, and that is the specification, not a bug. A 42 mm part is 0.042 in a glTF. Every glTF viewer expects this and frames the model correctly; the confusion only appears when a file is opened in something that assumes millimetres. The panel shows the factor applied so the small numbers can be checked rather than trusted.

Is my file uploaded?

No. The FBX is parsed and the glTF assembled in this tab, so an unreleased asset never crosses the network. Given that FBX is the format studio work travels in, that is not a small point.

About the format the web settled on

glTF was designed for one job that FBX was never designed for: being transmitted. It calls itself the JPEG of 3D, and the comparison holds up — the data is laid out the way a GPU wants it, so a loader can hand buffers straight to the graphics card without reshuffling them. That is why every browser engine, every web 3D library and most game engines read it, and why a model on a product page is almost certainly a glTF or its binary twin.

FBX solves a different problem. It is a working format for a pipeline — rigs, takes, cameras, constraints, everything a scene needs to move between Maya and 3ds Max and a game engine. It is very good at that and completely unsuited to being downloaded by a stranger's phone. Converting between them is therefore usually a change of purpose, not just of container: the asset stops being something a studio is building and starts being something a visitor is loading.

If the destination really is a web page, the file to ship is the binary GLB, which packs the same scene into one smaller file. If you only need the raw mesh for a modelling package, OBJ is the simpler landing.

Where the conversion happens

Every number on this page is worked out by JavaScript running in the tab you are reading it in. The model you open is read straight off your own disk — it is never uploaded, logged or kept, which is also why these tools carry on working after you disconnect from the network.

One clause specific to this page: the reason to convert an FBX is often that it is going somewhere public, which makes it exactly the moment to be careful about where the original went first. It went nowhere: every byte stayed inside the browser you are reading this in.