FBX to GLB converter — one self-contained file

VTubeMe's FBX to GLB converter writes your .fbx as one binary GLB with the geometry, materials, skeleton and textures inside, ready for three.js and most engines. Free, five conversions a day, nothing to install.

Free · 5 conversions a day per accountNeed a VRM avatar instead? →

What actually happens to the file

The converter opens your .fbx in Blender on our server and writes a GLB: one binary file with the geometry, the materials, the skeleton and the textures all inside it, which is exactly what web viewers, three.js, model-viewer and most engines want to be handed.

FBX and glTF describe the same things — meshes, a node hierarchy, an armature with skin weights, materials with texture maps — so this conversion moves data across rather than reinventing it. On a rigged game character from our corpus the GLB came back with the same 123 bones, the same seven skinned meshes, the same seven materials, and its seven meshes summing to exactly the same 9,995 triangles. A second file with a 1,493-bone skeleton came through with all 1,493.

The gain over FBX is packaging. An FBX usually references its textures as files on someone else's disk — we have opened plenty that point at C:\Users\someone\Desktop — and those references break the moment the file is sent anywhere. A GLB has the images inside it, so there is no folder to keep together and nothing to re-link.

Shape keys become glTF morph targets: a file carrying 39 of them arrived with 39.

Why your viewer will report more vertices

Expect the vertex count to go up — on the file above, 8,417 became 28,110 — while the triangle count stays put. Nothing was added. glTF stores one vertex per unique combination of position, normal and UV, so every hard edge and every UV seam splits a shared vertex into two or three copies. Blender counts the model before that split and a glTF viewer counts it after.

It matters only in one place: platforms that rate an avatar by vertex count, VRChat among them, read the split number. The triangle count is the one that means the same thing on both sides of this conversion.

What this conversion cannot do

Measured on real files, not assumed. Everything below is a property of the formats or of the pipeline, and knowing it beforehand is cheaper than discovering it in your 3D tool.

Animation does not travel

The skeleton is written, the motion curves are not. Reading an FBX's animation costs about 1.5 GB of memory on a long clip, which is more than the converter container has, so the importer is asked to skip it and the exporter writes none. A file that arrives with a walk cycle leaves with the same rig in its bind pose. If what you have is the motion rather than the model, the FBX to VRMA converter is the tool that keeps it.

A missing texture stays missing

An FBX either embeds its images or names them by path. Embedded ones move into the GLB. Named ones are looked for, and if the path points at a folder on the machine the file was made on, there is nothing to find — the GLB then arrives with the materials but no images. Nothing can recover them from the .fbx alone; you need the texture folder from whoever made the model.

Binary FBX only, 7.1 and newer

ASCII FBX — the text dialect — is refused, as it is by most importers; re-export with the “FBX Binary” option, which every 3D tool has. FBX 6.x, the generation before 2011, cannot be read either: open it in Blender or the free Autodesk FBX Converter and re-save it.

Five conversions a day, per account

This pair is free and takes no credits, but one account gets five conversions per rolling 24 hours across all six pairs together — the converter is one machine and this is what keeps it answering. Each slot frees itself 24 hours after it was used; nothing expires at midnight. Conversions that fail are not counted.

Frequently asked questions

Does FBX to GLB keep the rig and the skin weights?

Yes. Both formats store an armature with per-vertex weights, so the skeleton crosses intact — we measured 123 bones in and 123 out on one file, 1,493 in and 1,493 out on another, with every skinned mesh still bound. The animation is the exception: motion curves are skipped on purpose, so the rig arrives in its bind pose.

Are the textures inside the .glb?

If they were inside the .fbx or sat where its material paths point, yes — that is the main reason to convert. A GLB is a single binary file with the images packed into it, so nothing has to be shipped alongside. If the FBX referenced textures by an absolute path from another computer, they were already lost before the upload.

GLB or glTF — which do I get?

GLB, the binary single-file form. The .gltf form splits the same data into a JSON file, a .bin and a texture folder, which is useful for editing by hand and a nuisance for everything else. Every viewer and engine that reads .gltf also reads .glb.

Will this work for a Mixamo download?

The character converts fine. A Mixamo motion clip does not: it is a skeleton with no mesh, and there is nothing to write. If the motion is what you want on an avatar, that is the FBX to VRMA converter, where the clip is retargeted onto the VRM humanoid so it plays on any VRM model. FBX to VRMA converter →

I need a VTubing avatar, not a GLB — what then?

Then GLB is a stop on the way and VRM is the destination: VSeeFace, Warudo, VNyan and 3tene load .vrm and not .glb. The FBX to VRM converter takes the same rigged FBX, maps its skeleton onto the VRM humanoid and converts the materials to MToon. FBX to VRM converter →

The other format pairs

All six are free, all six run the same pipeline, and all six say what they drop.

Only want to look at the file? GLB viewer, FBX viewer and OBJ viewer all run on your own device — nothing is uploaded.

Is your model going into VTubing?

Converting because the model is going into VTubing? GLB is not the format those apps read. The same rigged FBX becomes a VRM with its humanoid bones mapped and its materials converted — one step instead of two.

Open the VRM converter