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
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.
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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
Every conversion route
Per-format pages and all 25 format-to-format paths — each one pre-configures the converter for that exact job.