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FBX to glTF Converter

Convert an Autodesk FBX to a glTF JSON asset with a .bin buffer and separate images, for glTF toolchains. Runs in your browser.

Drag & drop your FBX file here

or click to browse

Supported Formats

.glb.gltf.obj.fbx.stl.ply.3mf.off.zip

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 viewer

Target Format

glTF.gltf

glTF (JSON)

glTF 2.0 in its JSON form. The .gltf file is a readable text document that describes the scene and references an external .bin buffer plus separate image files, so a finished asset is a folder rather than a single file.

What it carries: The same scene data as GLB — PBR materials, image textures, node hierarchy, skinning, morph targets, keyframe animation, cameras and lights — but expressed as external file references instead of an embedded payload.

Open a glTF file in the viewer

About this conversion

This reads an Autodesk FBX scene and writes it as a glTF 2.0 JSON asset — a readable .gltf document, a .bin buffer and separate image files, delivered as a ZIP.

Why convert FBX to glTF

  • Put an FBX scene through a glTF toolchain such as glTF Validator, Draco or KTX2 processing.
  • Store a DCC asset unpacked, so textures and the buffer can be versioned and replaced independently.
  • Edit the material and node definitions as text before moving back into a DCC tool.

What happens during the conversion

Geometry

Meshes, UVs, vertex colours and the node hierarchy are written as glTF nodes with their transforms intact. Skinning, bones and morph targets carry across, so a rigged character stays rigged.

Materials and textures

Embedded FBX texture maps are written out as separate image files next to the .gltf. The material is mapped onto glTF's metallic-roughness model, with any shading model glTF cannot express falling back to defaults.

Animation

Keyframe animation, skinning and morph targets are all written. FBX is the richer source format here, so a standard rig round-trips well.

Common use cases

  • Validating and optimising an FBX asset with glTF tooling.
  • Storing a scene unpacked for asset pipeline work.
  • Producing a text-readable scene definition for review or diffing.

Limitations of this conversion

  • Blend shapes and Autodesk-specific property types are not read.
  • Objects hidden in the FBX are not written, so a scene that relies on visibility toggles produces a smaller glTF.
  • The glTF material model differs from the FBX one, so unusual shading setups may need adjusting after conversion.
  • The download is a ZIP: the .gltf, .bin and images must stay at the same relative paths or the asset will not load.

How to convert FBX to glTF

Three steps in the browser. Nothing is uploaded to a server, so an unwieldy file is limited only by your own device's memory.

1
STEP 1

Upload your .fbx

A single file is usually enough; zip it with any externally referenced textures if there are any.

2
STEP 2

Convert to glTF

The scene, skinning and animation are written as a .gltf plus a .bin buffer and separate image files.

3
STEP 3

Unpack the ZIP and keep the structure

glTF resolves images and buffers by relative path, so everything belongs in one folder.

Frequently Asked Questions

Questions people ask when turning FBX files into glTF.

Looking for a different direction? See every supported conversion.