FBX to GLB Converter
Convert an Autodesk FBX to a self-contained GLB with embedded textures, skinning and animation, for the web and game engines. Runs in your browser.
Drag & drop your FBX file here
or click to browse
Supported Formats
Format Information
Source Format
FBX.fbx
FBX (Filmbox Scene)
FBX is Autodesk's scene format, written by Maya, 3ds Max and MotionBuilder. It is a compact container for a whole DCC scene, which is why it is the usual hand-off format when a model comes back from a modelling or animation package.
What it carries: Meshes, UVs, vertex colours, materials with embedded texture maps, a bone hierarchy, skinning, and keyframe animation clips. Blend shapes and Autodesk-specific property types are not read by this converter.
Open a FBX file in the viewerTarget Format
GLB.glb
GLB (glTF Binary)
GLB is the binary packaging of glTF 2.0. Meshes, materials, image textures, animation and the node hierarchy are all written into one file, so an asset can be dropped into an engine or a web page without shipping a folder of sidecar files.
What it carries: Vertex positions, normals, UVs and vertex colours, full PBR materials (base colour, metallic/roughness, normal, occlusion, emissive), embedded image textures, node hierarchy, skinning, morph targets, keyframe animation, cameras and lights.
Open a GLB file in the viewerAbout this conversion
The bridge from a DCC scene to the web. An FBX from Maya, 3ds Max or Blender is read — meshes, materials, embedded textures, skeleton and animation — and written as one self-contained GLB that a browser or engine can load in a single request.
Why convert FBX to GLB
- Put an Autodesk-scene asset on the web or in a game engine without shipping a folder of textures.
- Hand a rigged, animated FBX character to a three.js, Unity or Godot project.
- Replace a verbose binary FBX with a single file that caches and versions cleanly.
What happens during the conversion
Geometry
Meshes, UVs, vertex colours and the node hierarchy are written into the GLB scene graph, with FBX node transforms preserved as glTF nodes rather than baked. A skinned model keeps its bone hierarchy and skin weights, so the character arrives still rigged.
Materials and textures
FBX materials carry embedded texture maps, and those become embedded glTF PBR textures inside the GLB. The material is mapped onto glTF's metallic-roughness model; where the FBX material relied on a shading model glTF does not express, the result falls back to glTF defaults and may need a small shading adjustment.
Animation
Keyframe animation, skinning and morph targets are written. This is the one direction where FBX genuinely has the richer format, so a well-authored rig survives the trip intact.
Common use cases
- Shipping a Maya or 3ds Max character to a real-time project.
- Publishing an animated asset to the web as a single file.
- Handing a rig to an engine that supports only glTF.
Limitations of this conversion
- Blend shapes and Autodesk-specific property types are not read, so an FBX relying on them loses that data.
- The glTF material model is metallic-roughness. An FBX built around a different shading model may not match exactly after conversion.
- Objects hidden in the FBX are not written to the GLB, so a scene that uses visibility toggles produces a smaller file.
- Large embedded texture sets make for a large GLB; nothing is downscaled except images beyond 4096 px on their longest edge.
How to convert FBX to GLB
Three steps in the browser. Nothing is uploaded to a server, so an unwieldy file is limited only by your own device's memory.
Upload your .fbx
A single FBX is normally enough. If your file references external textures, zip the .fbx and the images together.
Convert to GLB
Meshes, materials, embedded textures, skinning and animation are written into one binary glTF.
Check the result in the GLB viewer
Confirm the materials and the animation before you ship it.
Related tools and formats
Other conversions from this format
Check the file in a viewer
Frequently Asked Questions
Questions people ask when turning FBX files into GLB.
Looking for a different direction? See every supported conversion.