GLB to glTF Converter
Split a self-contained GLB into a .gltf document, .bin buffer and image files. Everything runs locally in your browser.
Drag & drop your GLB file here
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Supported Formats
Format Information
Source 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 viewerTarget 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 viewerAbout this conversion
A GLB and a glTF describe the same scene; the only real difference is packaging. This converter unwraps the binary container and writes the scene back out as a readable .gltf document with its .bin buffer and image files beside it, delivered as a ZIP.
Why convert GLB to glTF
- Review and edit the asset as text. The node graph, material definitions and animation channels become JSON you can read, diff, lint and generate.
- Match a pipeline that expects the unpacked layout, such as a glTF Validator step, a source-control repository that stores assets as folders, or an import preset that assumes external .bin and image files.
- Replace or re-compress a single texture without unpacking a binary blob by hand.
What happens during the conversion
Geometry
Mesh data is unchanged. Vertex positions, indices, normals, UVs, vertex colours, the node hierarchy and skinning all re-serialise as-is, because both containers use the same glTF 2.0 data model.
Materials and textures
Materials carry over in full: base colour, metallic/roughness, normal, occlusion and emissive maps all survive, and the images embedded in the GLB are written out as separate files next to the .gltf.
Animation
Keyframe animation, skinning and morph targets carry over unchanged, because the animation model is identical in both containers. The split is purely about file layout.
Common use cases
- Running glTF Validator or a glTF optimisation pass as part of a build.
- Handing an asset to a team that stores 3D files unpacked in version control.
- Editing a texture or material definition without a binary-aware editor.
Limitations of this conversion
- The download is a ZIP, not a bare .gltf. Any runtime loading the result needs the .bin and the image files at the same relative paths, so uploading only the .gltf will fail.
- Textures are re-encoded on the way out, and any image longer than 4096 px on its largest edge is resized.
- Objects hidden in the source scene are not written, so a GLB that relies on visibility toggles produces a smaller glTF.
How to convert GLB 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.
Drop in your .glb
A GLB is self-contained, so the single file is the whole upload — no ZIP and no companion assets.
Convert to glTF
The binary chunk is split back into a .gltf JSON document, a .bin buffer and the image files.
Unpack the ZIP and keep the files together
Leave the .gltf, .bin and images in one folder, or re-zip that folder the way your pipeline expects it.
Related tools and formats
Other conversions from this format
Check the file in a viewer
Frequently Asked Questions
Questions people ask when turning GLB files into glTF.
Looking for a different direction? See every supported conversion.