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FBX Converter from ZIP Package

Unpack a ZIP archive and convert the model inside to a self-contained FBX with embedded textures. Runs in your browser.

Drag & drop your ZIP file here

or click to browse

Supported Formats

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

Format Information

Source Format

ZIP.zip

ZIP (archive)

A ZIP archive is not a 3D format — it is how most multi-file assets actually arrive. A glTF with its .bin and images, or an OBJ with its .mtl and texture files, is a folder, and a folder travels as a ZIP.

What it carries: Whatever the model inside the archive supports. The converter unpacks the archive, identifies the root model file and resolves that model's companion files by name.

Target 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

About this conversion

The archive is unpacked and the model inside is written as a single self-contained FBX, with any texture maps embedded in the file rather than left as loose images.

Why convert ZIP to FBX

  • Deliver a multi-file asset to a studio or vendor whose intake format is FBX.
  • Package a glTF or OBJ asset as one portable FBX instead of a folder.
  • Bring a textured asset into Maya, 3ds Max or Blender as a single file.

What happens during the conversion

Geometry

The geometry is read from the model inside the archive and written as an FBX scene graph, with node transforms preserved as FBX nodes. Faces are triangulated, and every mesh in the scene is included — including hidden ones, since FBX output here does not filter by visibility.

Materials and textures

Texture maps are embedded in the FBX itself, so the file travels on its own. The material graph is flattened on export, which is the usual reason a converted model needs a small shading tweak in the destination tool.

Animation

Animation depends on the archive's contents. A rigged FBX or glTF inside the ZIP arrives in the FBX still rigged and animated.

Common use cases

  • Meeting a studio or vendor FBX intake requirement.
  • Packaging a multi-file asset into one portable scene file.
  • Taking a textured asset into a DCC tool as a single file.

Limitations of this conversion

  • The archive must contain a model this tool can open. Whatever materials the inner model had are flattened on the way into the FBX, so a .gltf or .glb inside — which already has a texture-mapped material — is the better source than a bare .stl or .off.
  • Materials are flattened on export, so the archived model's PBR graph is not preserved node-for-node.
  • Every mesh in the scene is written, hidden or not. If visibility matters, convert to GLB or glTF instead.
  • If the archive holds a PLY that is a point cloud, the conversion stops with an error rather than writing an FBX, because FBX needs faces and a point cloud has none.

How to convert ZIP to FBX

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

Zip your model with its textures

Include the .bin and images alongside the .gltf, or the .mtl and textures alongside the .obj.

2
STEP 2

Upload the .zip

The archive is unpacked and the model inside is loaded with its materials, then written as one self-contained FBX.

3
STEP 3

Download the .fbx

One file, with the texture maps embedded inside it.

Frequently Asked Questions

Questions people ask when turning ZIP files into FBX.

Looking for a different direction? See every supported conversion.