GLB to FBX Converter for Unity and Unreal

Take a .glb or self-contained .gltf from Sketchfab, an AI generator or a web project into apps that prefer FBX. Meshes keep their names, UV maps and layout at their real size.

Loading 3D preview
Drag to rotate

Converted in your browser. Files are never uploaded.

Next steps

Continue with your model

Check the FBX you just made, or take the GLB to another format.

How it works

How to convert GLB to FBX

  1. 1

    Add your GLB or glTF

    Drop a .glb, or a .gltf with its data embedded. You can add several files and convert them in one go.

  2. 2

    Check the size

    glTF is measured in meters and the converter keeps the real size. If a model was built far too large or small, turn on Resize longest side.

  3. 3

    Download the FBX

    Save a binary FBX 7.4 with one named object per mesh, or one FBX per object. Node positions, rotations and scale are baked into the meshes.

Features

Why use this GLB to FBX converter

Built for moving web and AI models into engines and DCC apps.

Private, in your browser

Your GLB is converted on your own computer and never uploaded, so unreleased assets and client work stay with you.

Names, UV maps and layout

Every mesh becomes a named FBX object in its place in the scene, with its UV map ready for the original textures.

Real size, stated in the file

Meters become centimeters, FBX's own unit, and the file states Y-up, so engines import it at its true size.

Compressed GLB files open

Draco and meshopt compressed GLB files are decoded in your browser before conversion, so you do not need to unpack them first.

Format comparison

What carries over from GLB to FBX

The geometry, names and texture coordinates make the trip. The rendering setup, PBR materials, textures and animation, stays in the GLB.

Kept

  • Every triangle mesh, with its node name
  • UV coordinates for the original textures
  • Node positions, rotations and scale, baked in
  • Real size, converted from meters to centimeters

Left behind

  • Textures and PBR materials (each object gets a plain gray material)
  • Animation, skins and morph targets (the rest pose is used)
  • The node hierarchy: every object sits at the top level
  • Cameras, lights, points and lines
Guide

GLB to FBX guide

Units, textures, file types and importing the FBX into Blender, Unity and Unreal.

Meters in, centimeters out

The glTF specification fixes the unit at one meter. FBX states its unit in the file, and this converter writes centimeters, the unit FBX tools assume when nothing else is said. A figurine stored as 0.05 m in the GLB is written as 5 cm, and Blender, Unity and Unreal read it back at that size.

That only helps when the GLB was built at a sensible size. Models from AI generators often arrive one or two meters tall, so check the size readout and set Resize longest side if the model should fit in your hand.

Keeping the textures

A GLB packs its textures inside the file. The FBX written here carries the geometry and UV coordinates, not the images, so every object arrives with a plain gray material and the UVs ready for the original textures.

If you need the textures inside the FBX, import the GLB into Blender and export FBX from there with Path Mode set to Copy and Embed Textures turned on. For geometry alone, or to apply your own engine materials, the file from this page is enough.

When a .gltf file will not open

A .gltf is a JSON text file whose geometry either sits inside it as base64 text or in a separate .bin file, often next to a folder of textures. This page reads one file at a time, so it opens any .glb and a self-contained .gltf, but not a .gltf that points at a separate .bin.

Bundle the model into one file first. Blender can import the glTF and export it again as glTF Binary (.glb), and Sketchfab offers a GLB download next to the glTF zip.

Centimeters and Y-up in Blender, Unity and Unreal

An FBX file states its own unit and up axis. This converter writes centimeters, the unit FBX uses natively, with Y pointing up, the same defaults Blender's own FBX exporter writes. Each app converts from there, so the model keeps the size shown in the readout above.

The model is centered on the origin with its lowest point at Y = 0. Objects in one file keep their layout, while separate files are each centered on their own.

  • Blender

    On import
    Converts centimeters to its meters and Y-up to Z-up automatically
    What you see
    Correct dimensions. The object can show scale 0.01 and a 90 degree X rotation; Ctrl+A, All Transforms bakes them in
  • Unity

    On import
    Convert Units, on by default, maps 1 cm in the file to 0.01 m
    What you see
    Correct size in meters, already Y-up
  • Unreal Engine

    On import
    Works in centimeters natively and turns Y-up into Z-up
    What you see
    Correct size. If the model faces the wrong way, turn it about Z in the import options or after placing it
Import tips for Blender, Unity and Unreal

Blender: use File, Import, FBX with the default settings. Each object arrives as its own mesh with a gray material, and the file's custom normals keep the hard edges.

Unity: drag the .fbx into the Assets folder. Leave Convert Units on and Normals set to Import so the crisp edges survive, then assign your own material on the Mesh Renderer.

Unreal Engine: import the .fbx as a Static Mesh. A file with several objects becomes several static meshes unless you turn on the option to combine meshes in the import dialog.

FAQ

GLB to FBX questions

Answers about textures, animation, files that will not open, size and privacy.

Is the GLB to FBX converter free and private?
Yes. It is free with no sign-up, and the conversion runs in your browser, so the model never leaves your computer. Draco-compressed files load a small decoder from Google's servers, but your model is not sent anywhere.
Does the FBX keep my textures and materials?
No. It keeps the UV coordinates, so the original textures still fit, but the images and PBR materials are not written and each object gets a gray material. To embed textures, import the GLB into Blender and export FBX with Embed Textures turned on.
Can it convert animated or rigged GLB files?
The meshes convert in their rest pose. Skeletons, skin weights, morph targets and animation clips are not written, so the FBX is a static model.
Why does my .gltf file not open?
It most likely keeps its geometry in a separate .bin file, which a single-file converter cannot reach. Export it again as a .glb, or download the GLB version from Sketchfab, and convert that.
Will the model be the right size in Unity?
Yes. glTF is in meters and the FBX is in centimeters with the unit stated, so Unity's Convert Units setting brings it in at the original size in meters.