FBX Converter — Free, In-Browser

Open a FBX model, preview it, and send it to any of the five output formats — with a clear note of what each destination keeps.

Upload 3D Model

Drag and drop or click to upload. Translation runs locally in your browser.

Click or drag to upload

Reads GLB, GLTF, OBJ, STL, FBX, PLY

GLBGLTFOBJSTLFBXPLY

3D Preview

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Upload a 3D model to preview and translate it

Kept

Everything on the way out — mesh, materials, textures, skeletons and animation, as far as the target can hold them

Lost

Nothing at the source stage; losses happen per-target (for example OBJ and STL discard the rig)

Use for

Ingesting rigged, animated content from Maya/3ds Max pipelines into open formats

About the FBX format

FBX is the toll gate between animation toolchains: rigged characters, blend shapes and baked keyframes move through it because Autodesk's DCCs and most game pipelines speak it fluently. It is also closed — a proprietary spec with no complete open-source writer, which is why this converter reads FBX as a source but never emits it. In practice FBX files are the start of a journey: they arrive heavy, animation-ready and deeply tied to Autodesk conventions, and almost every downstream web, print or scan use-case means converting out.

Need the model itself?

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If you don't have a {target} file yet, 3D AI builds one from a text prompt or a reference photo and exports it ready for your pipeline. Free daily quota, no credit card.

Runs in your browser · Free daily generations · GLB output

Take FBX to another format

One click pre-loads the converter with FBX as the source and your chosen target locked in.

FBX is read-only here — the converter loads it as a source but never writes it back out, so it has no incoming conversion routes.

Where {fromName} files come from

  • Character and animation teams delivering between Maya, 3ds Max and MotionBuilder — FBX is their lingua franca

  • Marketplace and stock-3D sellers whose assets ship rigged and animated by default

  • Motion-capture retargeting exports, which bake skeletal data that only animation-capable formats preserve

Where {fromName} files go next

  • Web and AR: FBX→GLB keeps the rig and clips while making the asset browser-ready

  • Static-mesh destinations: FBX→OBJ or FBX→STL when the skeleton is irrelevant to the next step

  • Engine round-trips: Unreal reads FBX natively, but for anything web-adjacent the GLTF/GLB route is lighter

FAQ

FBX — FAQ