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FBX to GLB converter. From Autodesk to the open web.

Drop an .fbx file and get a GLB for web viewers and AR, converted on your device with mesh names, material colors and real-world scale carried over.

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01— The format

What an FBX file is, and why browsers do not read it

FBX is Autodesk's format for moving scenes between 3ds Max, Maya and other content tools; it has no open specification, so the web standardised on glTF instead.

FBX (Filmbox, owned by Autodesk) stores a whole scene: meshes, a node hierarchy with transforms, materials, textures, cameras, lights, skeletons and animation. 3ds Max, Maya, Blender, Cinema 4D, SketchUp and most game engines exchange it, so product renders and visualisation models often exist as FBX. It comes as binary (most files) or ASCII.

The format is defined by Autodesk's SDK rather than a public specification, and each file carries its own conventions: a unit scale (FBX counts in centimeters, times a UnitScaleFactor), an up axis that may be Y or Z, and materials written for older shading models such as Phong and Lambert. No browser opens FBX, and web 3D libraries treat their FBX readers as import tools, not a delivery format.

glTF, and its single-file form GLB, is the open standard the web uses instead: meters and Y-up by definition, physically based materials, and a binary layout a viewer can hand to the GPU. Converting FBX to GLB means resolving those per-file conventions once, so every viewer shows the model the same way.

02— Method

How to convert FBX to GLB

Five steps take an FBX to a GLB a browser can show. This is the general method, and what this tool does at each step.

  1. 01Read the scene

    Parse the binary or ASCII FBX into its objects: geometry, models (nodes) with their transforms, materials, textures and the connections between them.

    This tool: reads binary and ASCII FBX 7.0 and newer (FBX 2011 onwards) with three.js's FBX reader. Older files are refused with a message.

  2. 02Resolve axes, units and transforms

    Apply each node's translation, rotation and scale, turn a Z-up scene to Y-up, and convert the file's unit scale to meters. Mirrored transforms flip a mesh inside out unless the triangle winding is reversed too.

    This tool: bakes every mesh's full transform into its vertices, turns Z-up files to Y-up, scales centimeters × UnitScaleFactor to meters, and reverses the winding of mirrored meshes.

  3. 03Translate the materials

    FBX's Phong and Lambert materials map approximately onto glTF's metallic-roughness model: the diffuse color becomes the base color, and texture maps are re-embedded in the GLB.

    This tool: carries each material's name and diffuse color as a non-metallic glTF material, and splits a mesh by material. Textures are not carried.

  4. 04Decide on animation

    Skeletons, skinning and blend shapes can be converted to glTF skins and morph targets, or dropped when the model only needs to be shown.

    This tool: drops skeletons, animations, blend shapes, cameras and lights. A skinned mesh comes out in its rest pose.

  5. 05Optimize and write the GLB

    Merge duplicate vertices, index them, and compress the geometry so the file loads fast.

    This tool: merges duplicate data, indexes vertices, removes what nothing uses, then applies Meshopt compression (Web preset) or writes plain glTF 2.0 geometry (Max compatibility).

03— Compared

FBX and GLB, side by side

Both hold whole scenes; only one is an open standard a browser is built to read.

FBX and GLB, side by side
AspectFBXGLB
OwnerAutodesk, defined by its SDKKhronos Group, an open standard
EncodingBinary or ASCIIBinary (JSON plus buffers in one file)
Units and axesPer file: unit scale, Y-up or Z-upMeters, Y-up, always
MaterialsPhong, Lambert, application-specificPBR metallic-roughness
TexturesEmbedded or as paths to separate imagesEmbedded
AnimationSkeletal, blend shapes, cameras, lightsSkeletal and morph targets
Opens in a browserNoYes: three.js, Babylon.js, <model-viewer>, Android Scene Viewer
04— Checklist

Before you export the FBX

Three choices in your modelling tool decide what survives the trip.

  • Choose FBX 2011 or newer

    Pick a version from 2011 onwards (FBX 7.x), binary or ASCII. FBX 6 and older are refused.

  • Name meshes and materials

    Mesh and material names carry into the GLB, which is how a configurator finds a part to swap or a finish to change. In mesh names, spaces become underscores and the characters [ ] . : / are dropped; material names arrive as written.

  • Decide where textures live

    This tool carries material colors, not textures. If the product depends on its textures, export a GLB straight from Blender, 3ds Max or Maya, where the exporter can embed them.

05— FAQ

Questions about the FBX to GLB converter.

What it does, what it leaves to you, and what it costs.

No. Embedded or external, textures are skipped: each material keeps its name and diffuse color, and UV coordinates stay in the GLB so textures can be applied later. For a textured product, export GLB directly from your modelling tool.

They are dropped: skeletons, skin weights, animation clips, blend shapes, cameras and lights are not written to the GLB. A skinned mesh is exported in its rest pose, which is usually what a product page needs.

No. The conversion runs in a Web Worker on your own device; the FBX never leaves your browser, and nothing is sent to SBFS or anyone else.

It should be. The tool reads the file's UnitScaleFactor (FBX counts in centimeters) and scales to meters, and turns a scene the file declares as Z-up to glTF's Y-up. If an exporter wrote the wrong unit or axis into the file, the GLB follows it: fix the export settings and convert again.

Binary and ASCII FBX 7.0 and newer, which every exporter since FBX 2011 writes, up to 100 MB. FBX 6 and older are refused. STEP, OBJ, STL, glTF and GLB work too, through the same converter.

Yes. No sign-up, no email, no watermark and no limit on how many FBX files you convert. The only cap is 100 MB per file, because the whole scene is read in your browser's memory.

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Need your whole catalog web-ready?

SBFS turns FBX and CAD catalogs into fast 3D product configurators: parts named for the options they carry, PBR materials for every finish, and files tuned to load on a phone. See configurator demos by industry.

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