Free online FBX to OBJ converter
FBX to OBJ, with the centimetres accounted for
Drop an .fbx and download an .obj — read and rewritten here, with no file leaving the browser. Two things make this worth doing here rather than in the first result you find. FBX counts in centimetres and says so in its header, so the numbers are multiplied by ten on the way out and the factor is shown rather than assumed. And an FBX is usually more than a mesh — rig, animation, cameras — while an OBJ is only geometry, so the panel names what was left behind instead of quietly dropping it.
- 100% free
- No signup
- Binary and ASCII
- Unit applied
- Nothing uploaded
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 OBJ
Three steps, and one number to read in the middle.
Drop the .fbx
Binary or ASCII — both are read here, which is more than most tools manage, since the binary flavour is a proprietary container and the ASCII one is a different syntax entirely.
Read the unit line before anything else
FBX counts in centimetres and stores a UnitScaleFactor saying so. That number is read out of your file's header and shown in the panel, which is why the sample knob arrives as 42.40 rather than 4.24 — a converter that ignores the header is where a tenfold error comes from.
Download the OBJ
Text, with the mesh in its bind pose, one group per object and UVs intact. No .mtl is written, because the FBX only referenced its textures by path and those paths point at a disk this tab cannot see.
Technical specifications
| Reads | .fbx — binary and ASCII, version 7.x |
|---|---|
| Writes | .obj — text, one group per object |
| Unit | Centimetres in, millimetres out — the file's own UnitScaleFactor is applied |
| Kept | Geometry in the bind pose, UV coordinates, object names |
| Lost | Skeleton, skin weights, animation, blend shapes, cameras, lights |
| Textures | Referenced by path in FBX, so they are not in the file to carry over |
| File size | No fixed limit — past 100 MB you are told what it will cost this tab, then it opens |
Frequently asked questions
Does the animation come across?
No, and that is the format's answer, not this tool's. OBJ has no concept of time — no skeleton, no skin weights, no keyframes, no blend shapes. What crosses is a single frozen frame of the geometry, the bind pose as the file stored it. If the animation is what you need, the format to convert into is glTF, which carries all of it.
Why did my textures not appear?
Because FBX usually stores them as file paths rather than embedded data — the .fbx says "there is a texture at ..\textures\body_diffuse.png" and the image lives beside it on someone else's machine. A browser tab that received one file cannot follow that path. If your FBX has embedded media the geometry still converts, and the textures still cannot be written, since an OBJ keeps materials in a separate .mtl and a single download has no separate.
Why is my model ten times too small elsewhere?
Because the destination read the numbers without reading the header. The internal FBX unit is a centimetre, so a 42 mm part is stored as 4.2; import that into a package assuming millimetres and you get a 4.2 mm part. The panel here shows the factor applied and the resulting size, so you can check it against a dimension you know before the file leaves the page.
What happens to the object hierarchy?
Parent transforms are baked into the vertices, so every part ends up where the scene actually placed it, and the parts arrive as sibling groups rather than a tree. Names survive. Nothing moves — a wheel positioned by three nested nodes lands at the same coordinates it rendered at.
Is it uploaded anywhere?
No. FBX is the format studio work travels in, and unreleased assets are exactly the files worth not handing to a web service. The parse and the write both run in this tab; there is no server here to receive anything.
Which FBX versions open?
The 7.x line, which is everything Maya, 3ds Max, Blender and Unity have written for over a decade, in both the binary and ASCII forms. Files from the 6.x era are rarer and less reliably read; if one refuses, re-exporting it from any current package as 7.4 binary will open.
About converting out of a format nobody can write
FBX belongs to Autodesk. There is no public specification, the binary layout was worked out by people reading bytes, and the only sanctioned way to write one is Autodesk's own SDK under Autodesk's own licence. That asymmetry shapes every tool that touches it, including this one: reading an FBX is a solved problem that open-source has painstakingly solved, and writing one is not on offer anywhere honest. So this page converts out of FBX and never into it.
The practical consequence is that FBX is a good format to receive and a bad one to archive in. A studio hands you an .fbx because Maya and Unity both speak it; the moment you need that asset in ten years, or in a tool outside the Autodesk orbit, you are depending on other people's reverse engineering. Converting a copy into something open — OBJ for pure geometry, glTF when the rig and animation matter — is a cheap insurance policy.
If what you actually want is to look inside the file first — how many meshes, how big, what it weighs — the FBX viewer opens it without writing anything, and the printing route adds the checks a slicer will demand.
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: FBX files carry the paths they were exported from, which routinely include a studio name, a project code and somebody's user directory. None of that is transmitted. The file is parsed where you dropped it and there is nowhere for it to go afterwards.