Convert FBX to GLB for Web, AR, and Real-Time Viewers
Turn an FBX asset from your game or animation pipeline into GLB — the compact, efficient format that Three.js, Babylon.js, and both iOS and Android AR viewers expect.
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Why Convert FBX to GLB?
FBX is built for full-featured DCC and game-engine pipelines — rich material data, complex node hierarchies, and various animation setups. GLB strips that down to a compact, standardized binary optimized for fast loading in a browser or AR viewer.
Because FBX supports several different animation and material conventions depending on which software exported it (Maya, 3ds Max, Blender's FBX exporter, and others all have quirks), how cleanly a given file converts depends on how it was originally authored — the main reason this pair's success rate is more variable than most.
This conversion is the standard last step before deploying a game or DCC-authored asset to a web-based product viewer, configurator, or AR "view in your space" experience.
How to convert FBX to GLB online
- Upload your FBX file.
- MiConvert converts materials, hierarchy, and animation into GLB's compact binary format.
- Download the converted GLB file.
- Use directly in a web viewer, or test it with AR Quick Look / Scene Viewer.
Key Conversion Features
- Converts FBX materials, hierarchy, and animation to GLB’s compact binary format
- Preserves skeletal animation and skinning when present in a standard format
- Output works directly in Three.js, Babylon.js, and <model-viewer>-based web viewers
- Ready for iOS AR Quick Look and Android Scene Viewer without further conversion
- Free for files up to 50MB, 100MB for registered accounts
Video Tutorial
FBX → GLB in seconds! Free online converter at MiConvert.com 🔗 https://miconvert.com/en/fbx-to-glb?utm_source=youtube&utm_medium=social&utm_campaign=fbx-to-glb Quick steps: Upload → Convert → Downl
Frequently Asked Questions
Why did my FBX to GLB conversion fail or produce unexpected results?
FBX exporters vary by source software (Maya, 3ds Max, Blender), and non-standard material setups, embedded custom shaders, or unusual node hierarchies are the most common causes of conversion issues.
Will rigged animations be preserved?
Yes, when present and in a standard skeletal format — GLB supports skinning and animation clips, and standard FBX rigs map across cleanly.
Will materials look the same as in my original DCC tool?
Materials are converted to GLB's PBR metallic/roughness model as closely as possible; highly custom shader setups from the source tool may need manual adjustment after conversion.
Is the output ready for AR (iOS/Android) directly?
Yes — GLB is natively supported by iOS AR Quick Look and Android Scene Viewer without further conversion.
What's the file size limit?
50MB free, 100MB for registered accounts.