Private, in your browser
Your OBJ is converted on your own computer and never uploaded, so client work and unreleased assets stay with you.
Turn a Wavefront .obj into a binary FBX that game engines and 3D apps read. Every object keeps its name and UV map, and you can set the size before you download.
Converted in your browser. Files are never uploaded.
Check the FBX you just made, or take the same OBJ somewhere else.
Drop one or more .obj files. Each one is read in your browser and shown on the plate with its size.
OBJ stores no unit, so the numbers are read as millimeters, as slicers do. If the model looks far too small or large, turn on Resize longest side.
Save a binary FBX 7.4 file, Y-up and in centimeters. A file with several objects can stay one FBX or become one FBX per object.
Made for moving models into game engines and animation apps.
Your OBJ is converted on your own computer and never uploaded, so client work and unreleased assets stay with you.
Each OBJ object or group becomes a named FBX object, and its texture coordinates come along for re-texturing.
Normals are rebuilt so flat faces keep sharp edges and curved surfaces shade smoothly in any engine.
The FBX is written in centimeters with the unit stated in the file, so Blender, Unity and Unreal import it at the size shown here.
The geometry and its layout move into FBX. Materials, which an OBJ keeps in a separate .mtl file, stay behind.
What each format stores, units, and importing the FBX into Blender, Unity and Unreal.
OBJ is a plain text list of vertices, texture coordinates and faces, with materials in a separate .mtl file and no unit or up axis written down. FBX is Autodesk's exchange format for 3D apps and game engines. It names its objects, stores normals and materials, and states its unit and axes, so an importer does not have to guess.
The converter reads the OBJ, keeps each object with its name and UVs, and writes them as FBX objects. Faces with four or more corners are split into triangles on the way, which engines do on import anyway. In Blender, Tris to Quads (Alt+J in Edit Mode) rebuilds most quads if you want to keep modeling.
Unit
Up axis
Objects
Materials
Faces
OBJ has no unit field. 3D printing tools read the numbers as millimeters and so does this converter. Blender, by contrast, writes OBJ in meters by default, so a 1.8 m character exported from Blender shows up here as 1.8 mm tall.
Check the size readout before you download. If it is off, turn on Resize longest side and enter the real size in millimeters, 1800 for that character. The FBX then carries the corrected size, and every app reads it the same way.
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, size, FBX versions, batches and privacy.