GLB to OBJ converter — the mesh, honestly
VTubeMe's GLB to OBJ converter writes your .glb as an OBJ with its .mtl and textures, zipped into one download. OBJ keeps geometry, UVs and materials only. Free, five a day. The rig is gone.
What OBJ can and cannot hold
The converter opens your .glb in Blender on our server and writes the OBJ from there. OBJ is the oldest and simplest 3D format in common use, and simplicity is the whole trade: it holds geometry, UVs and materials, and nothing else — read on before you convert.
An OBJ file is a list of vertices, texture coordinates, normals and faces, plus the name of a material for each face group. A sibling .mtl file describes those materials and names the image files they use. There is no place in either file for a skeleton, for skin weights, for morph targets or for animation — not “we drop them”, but no place in the format at all, and no OBJ converter anywhere can do better.
That is measurable. We converted a VRoid-exported GLB carrying 107 bones, three skinned meshes and 56 shape keys; the OBJ came back with 19 materials, 31,967 triangles and zero of the first three. The mesh is intact and the character is now a statue.
Because the rig disappears, the shape it was holding matters. The conversion writes the evaluated mesh — the character as the armature currently deforms it — rather than the raw pre-skin vertices, so a model that was posed arrives in that pose instead of arriving as a shapeless pile.
Why the download is a zip
An OBJ is never one file once materials are involved: the .obj points at a .mtl, and the .mtl points at image files by name. Hand over the .obj alone and every other program opens a grey model. So the conversion writes the whole folder — .obj, .mtl and the images the materials reference — and zips it. Unpack it somewhere and keep the three next to each other; that is what every importer expects.
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.
No rig, no skin weights, no morph targets — ever
The format has nowhere to put them. If you need the skeleton, convert to FBX or GLB instead; both keep it. The usual reason people land here anyway is that a program they need only opens OBJ — for sculpting, 3D printing, photogrammetry or CAD-adjacent work — and in all of those the rig was never wanted.
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.
Some materials arrive without their textures
Textures packed inside the GLB are written out next to the .obj and referenced from the .mtl by plain filename. That works when the material binds an image to its base colour. It does not work for everything: a VRoid Studio GLB we converted produced an .mtl with all 19 of its materials and not one texture line, because its materials are wired through a mix shader with nothing on base colour. The same file loses its textures converting to FBX too, so this is the material graph rather than the target format. Check the zip — if it holds only two files, the images did not make it and they are still inside the original GLB.
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 GLB to OBJ keep the animation or the rig?
No, and that is the format, not the converter. OBJ stores vertices, UVs, normals, faces and material names — there is no section in the file for bones, skin weights, morph targets or keyframes. Converting a rigged GLB gives you the mesh as it is currently posed. Keep the rig by converting to FBX or leaving it as GLB. GLB to FBX instead (rig kept) →
Why did I get a .zip instead of an .obj?
Because a textured OBJ is three or more files: the .obj geometry, the .mtl material file it references, and the images the .mtl names. Handing you only the .obj would hand you a grey model. Unpack the zip and keep the files together.
My OBJ opens grey — where did the textures go?
Two common causes. Either the zip really does contain the images and your program did not load the .mtl — most importers have a checkbox for it, and the .obj and .mtl must sit in the same folder. Or the exporter could not trace the textures out of the GLB's materials, in which case the zip has no images at all; that happens with VRoid-style material graphs and there is nothing to re-link. Open the GLB in the viewer to confirm which case you are in. Open the GLB viewer →
Is the mesh changed in any way?
No decimation, no re-topology, no smoothing pass. Triangles are preserved one for one — the file we measured went in with 32,047 and its geometry came out at 31,967 after Blender merged duplicate vertices at the seams. If you want fewer triangles, that is a separate, deliberate job. Polygon reduction lives here →
Can I convert the OBJ back to GLB afterwards?
Yes, and the result is one self-contained file with the textures packed inside — but it will still have no rig, because the OBJ in between could not carry one. A round trip through OBJ is a one-way door for everything except the mesh. OBJ to GLB converter →
The other format pairs
All six are free, all six run the same pipeline, and all six say what they drop.
GLB to FBX
GLB in, FBX out — free, one file.
FBX to OBJ
FBX in, OBJ out — free, zipped with its materials.
OBJ to GLB
OBJ in, GLB out — free, one file.
FBX to GLB
FBX in, GLB out — free, one file.
Blender (.blend) to FBX
Blender (.blend) in, FBX out — free, one file.
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?
OBJ is where a rigged character goes to become a statue. If yours is a VTubing avatar, skip the round trip: the same GLB becomes a VRM with its humanoid skeleton mapped and its materials converted, ready for VSeeFace, Warudo and VNyan.
Open the VRM converter