Private, in your browser
Your GLB is converted on your own computer and never uploaded, so unreleased assets and client work stay with you.
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.
Converted in your browser. Files are never uploaded.
Check the FBX you just made, or take the GLB to another format.
Drop a .glb, or a .gltf with its data embedded. You can add several files and convert them in one go.
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.
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.
Built for moving web and AI models into engines and DCC apps.
Your GLB is converted on your own computer and never uploaded, so unreleased assets and client work stay with you.
Every mesh becomes a named FBX object in its place in the scene, with its UV map ready for the original textures.
Meters become centimeters, FBX's own unit, and the file states Y-up, so engines import it at its true size.
Draco and meshopt compressed GLB files are decoded in your browser before conversion, so you do not need to unpack them first.
The geometry, names and texture coordinates make the trip. The rendering setup, PBR materials, textures and animation, stays in the GLB.
Units, textures, file types and importing the FBX into Blender, Unity and Unreal.
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.
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.
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.
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
Unity
Unreal Engine
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.
Answers about textures, animation, files that will not open, size and privacy.