GLB to STL converter — a model for the slicer
VTubeMe's GLB to STL converter writes your .glb as one binary STL for Cura, PrusaSlicer or Bambu Studio. The surface is kept triangle for triangle; colour, textures and rig are not part of STL. Free, five conversions a day, up to 50 MB.
How do I convert a GLB to STL for 3D printing?
Drop the .glb on this page, download the .stl, and scale it in your slicer — the file is in the GLB's metres, and slicers read millimetres.
- 1Drop your .glb into the box above, up to 50 MB; sign in when prompted.
- 2The file is opened in Blender on our server and every mesh is written into one binary STL, Z up, in the pose the skeleton holds. Nothing is scaled, repaired or decimated.
- 3Download the .stl, open it in your slicer and scale it: a model 1.8 units tall shows up 1.8 mm tall until you do.
- Accepts:
- one .glb up to 50 MB.
- Returns:
- one binary STL holding every mesh as a single object.
- Costs:
- nothing, and no credits — an account, though: five conversions per account per rolling 24 hours, shared across all the free format pairs. Conversions that fail are not counted.
- Measured:
- 16,867 triangles in, 16,867 out, in a 0.80 MB file; 10 materials, 15 textures and 73 bones in, none out.
- glTF is in metres and slicers assume millimetres: scale by 1000, or to the height you want.
- No colour, texture, rig or shape key survives — STL is triangles only.
- The mesh is not made watertight or given thickness; a game or avatar model usually needs repair before it prints.
What actually happens to the file
People make this conversion to print something: a character from a game, an avatar, a model downloaded from Sketchfab. STL is what slicers have always taken, and it holds exactly one thing — the surface, as triangles.
We converted a rigged avatar with 10 materials, 15 textures, 73 bones and 118 shape keys. The STL holds its 16,867 triangles as one object and nothing else. It is written in the pose the skeleton holds, and its ten separate meshes are merged into the one file.
The numbers are not touched: the avatar is 1.8143 units tall in the STL because it was 1.8143 metres tall in the GLB. Slicers read STL as millimetres, so it will look like a speck until you scale it.
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.
The STL is in the source's units — usually metres — and slicers assume millimetres
Nothing is rescaled. A character 1.8143 units tall came out as an STL 1.8143 units tall, with Z up. STL has no unit field, and Cura, PrusaSlicer and Bambu Studio read the numbers as millimetres, so a model authored in metres opens 1.8 mm high. Scale it by 1000 in the slicer — or by whatever takes it to the print height you want; an avatar has no real-world size to preserve anyway.
Only the surface survives
STL stores triangles and nothing else. Measured on the sample avatar: 10 materials, 15 textures, 73 bones and 118 shape keys in; none of them out, and all ten meshes merged into one object with the same 16,867 triangles. A skinned model is written in the pose its skeleton holds, so it arrives standing the way it stood, as a statue.
Converted is not the same as printable
Nothing is repaired, thickened or made watertight. A character built for real-time rendering is a set of open shells — hair cards, an eyeball inside a head, clothes with no inside — and a slicer will show holes and zero-thickness walls. That is a modelling job (or the repair step in your slicer, or Meshmixer), not something a format conversion does, and we do not pretend to.
Uploads stop at 50 MB
This pair takes files up to 50 MB — half of what the GLB, FBX and OBJ pairs take among themselves, because dense scans and print files cost the converter far more memory per megabyte than a game character does. For scale: a binary STL of 50 MB is about a million triangles, and we converted one of 999,698. If your file is larger, decimate it first; MeshLab and Blender both do that without changing the format.
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 the free format 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
Why is my model tiny in the slicer?
glTF stores metres and the STL keeps those numbers; the slicer reads them as millimetres. A 1.8 m character opens 1.8 mm tall. Scale by 1000 for life size, or type the height you actually want to print.
Can I print the STL as it is?
Sometimes — a solid prop often prints directly. A character usually does not: hair cards have no thickness, the eyes sit inside the head as separate shells, clothing is open at the cuffs. Run the slicer's repair, or fix it in Meshmixer or Blender's 3D-Print toolbox first.
My model has several parts. Do I get several STL files?
No — one file with every mesh in it. The sample avatar's ten meshes (body, hair, clothes, eyes) became a single object. If you want to print parts separately, split them in your slicer or 3D tool; most slicers offer “split to objects”.
Is the STL binary or ASCII?
Binary: 50 bytes per triangle, so the sample avatar's 16,867 triangles came to 0.80 MB. Every slicer reads binary STL.
Can I check the STL before printing?
Yes — open it in the STL viewer, which runs in your browser. Open the STL viewer →
The other format pairs
All 30 are free, all run the same pipeline, and all say what they drop.
GLB to FBX
GLB in, FBX out — free, one file.
GLB to OBJ
GLB in, OBJ out — free, zipped with its materials.
STL to GLB
STL in, GLB out — free, one file.
STL to FBX
STL in, FBX out — free, one file.
STL to OBJ
STL in, OBJ out — free, zipped with its materials.
GLB to PLY
GLB in, PLY out — free, one file.
GLB to DAE
GLB in, DAE out — free, zipped with its textures.
GLB to USDZ
GLB in, USDZ out — free, one file.
FBX to STL
FBX in, STL out — free, one file.
OBJ to STL
OBJ in, STL out — free, one file.
FBX to GLB
FBX in, GLB out — free, one file.
OBJ to GLB
OBJ in, GLB out — free, one file.
PLY to GLB
PLY in, GLB out — free, one file.
DAE to GLB
DAE in, GLB out — free, one file.
USDZ to GLB
USDZ in, GLB 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?
If the model is a rigged character and it is headed for VTubing, none of these containers is the destination — VSeeFace, Warudo and VNyan load VRM. The VRM converter takes the same rigged FBX or GLB, maps its skeleton onto the VRM humanoid and converts the materials.
Open the VRM converter