Private, in your browser
Your STL is converted on your own computer and never uploaded, so client parts and unreleased designs stay with you.
Bring a 3D print model or scan into a game engine or animation app. The STL becomes a binary FBX at its true size, standing upright, with smooth shading and crisp edges.
Converted in your browser. Files are never uploaded.
Check the FBX you just made, or convert the STL for other apps.
Drop one or more .stl files, binary or ASCII. Each is read in your browser and placed on the plate with its size.
STL numbers are read as millimeters, the 3D printing standard. If a model arrives far too big or small, turn on Resize longest side and enter the size you want.
Save a binary FBX 7.4 file in centimeters with Y up, ready for Blender, Unity or Unreal. Several STL files download together as a ZIP.
Built for taking print models and scans into real-time 3D.
Your STL is converted on your own computer and never uploaded, so client parts and unreleased designs stay with you.
STL stores one flat normal per triangle. The FBX gets normals that shade curves smoothly and keep edges sharper than 40 degrees crisp.
Millimeters become centimeters, FBX's own unit, and Z-up becomes Y-up, so the model arrives at its real size and right way up.
STL repeats every corner for each triangle. The FBX shares them, so Blender sees one connected mesh you can edit, and the file is usually smaller.
STL holds nothing but triangles, so there is little to lose. The FBX adds what engines expect: a name, normals and a material slot.
From print file to game asset: what changes, triangle counts and importing into Blender, Unity and Unreal.
STL is a print format: a list of triangles in millimeters with Z up and no names, colors or texture coordinates. FBX is an exchange format for 3D apps and game engines, with named objects, normals, materials and a stated unit and up axis. The converter fills in what FBX needs, welds the repeated corners into a connected mesh and writes the unit and axes into the file.
What it cannot invent is texture coordinates. To paint or texture the model, unwrap it first. In Blender, Smart UV Project in the UV menu of Edit Mode gives a quick, usable layout.
Unit
Up axis
Vertices
Normals
Name and material
Print models are often far denser than game assets. A scanned or sculpted STL can carry hundreds of thousands of triangles, which a slicer handles easily but which weigh on a real-time scene, especially on mobile and VR.
The triangle count shows under the preview. If it is high for how the model will be used, Blender's Decimate modifier reduces it before you take the FBX into the engine, and keeps the silhouette close to the original.
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, orientation, batches and privacy.