Free online GLB converter. Convert GLB to OBJ, STL, GLTF, PLY and more online — no limits, no watermark.
.glb model or click "Choose 3D file". The converter accepts a single self-contained GLB and shows it in the live 3D preview before you convert, so you can confirm it loaded correctly.GLB is the binary form of glTF 2.0, the royalty-free 3D transmission format developed by the Khronos Group. The glTF 2.0 specification was published in June 2017 and was later ratified as the ISO/IEC 12113:2022 international standard. A single .glb file packs the geometry, physically-based (PBR) materials, textures, optional animation, and the full scene hierarchy into one self-contained binary — which is why it has become the default for the web, AR/VR, and real-time engines, and why Khronos describes glTF as "the JPEG of 3D."
That self-contained design is exactly why people convert it. A GLB is built for delivery and runtime display, not for editing or printing, so the moment a specific tool needs a different shape, the all-in-one file becomes the wrong file:
.gltf JSON file with the textures and geometry buffers written out as separate, editable assets. This is the format you want when you need to hand-tweak materials, swap a texture, or diff the scene in version control.If you have the reverse problem — a model in another format you need to publish to the web or load into an AR viewer — convert into GLB instead with OBJ to GLB, STL to GLB, or GLTF to GLB.
| Format | Origin / Standard | Stores geometry | Materials / color | Animation & scene | Best for |
|---|---|---|---|---|---|
| GLB / glTF | Khronos Group, glTF 2.0 (2017), ISO/IEC 12113:2022 | Yes | Full PBR + textures | Yes (animation + scene graph) | Web, AR/VR, real-time engines |
| OBJ | Wavefront Technologies (late 1980s) | Yes | Basic, via external .mtl |
No | Static-mesh exchange between 3D apps |
| STL | 3D Systems (1987) | Triangles only | None | No | 3D printing / slicers |
| 3MF | 3MF Consortium (2015) | Yes | Color + materials | Partial (no rigged animation) | Color / multi-material 3D printing |
| PLY | Stanford (Polygon File Format) | Yes | Per-vertex color | No | 3D scans, point clouds, photogrammetry |
| Part of the container | What the glTF 2.0 specification defines |
|---|---|
| Byte order | Little-endian throughout |
| Header | 12 bytes: three uint32 fields — magic, version, length |
magic |
0x46546C67, the ASCII string glTF — how a reader identifies the file |
version |
2 for the container format defined by glTF 2.0 |
length |
Total file size in bytes, header and all chunks included |
| Chunk 0 — JSON | Type 0x4E4F534A (JSON); the same JSON a .gltf would hold, padded with trailing spaces to a 4-byte boundary |
| Chunk 1 — BIN | Type 0x004E4942 (BIN); the raw geometry, animation, and image bytes; optional, padded with trailing zeros |
| Extra chunks | Readers must ignore chunk types they don't recognize, so extensions can append their own data safely |
| Media type | model/gltf-binary — a plain .gltf is model/gltf+json |
| Coordinate system | Right-handed, +Y up, front facing +Z; linear distances in meters, angles in radians |
A GLB is the binary, single-file version of glTF 2.0 — it bundles geometry, PBR materials, textures, animation, and the scene hierarchy into one .glb file. It opens in Windows 11's 3D Viewer, the Babylon.js and three.js editors, Blender (with the built-in glTF importer), most game engines (Unity, Unreal, Godot), and any browser-based glTF viewer. Because everything is self-contained, you only ever move one file.
GLB itself is a lossless container — it does not re-compress your geometry on its own. It can, however, carry Draco-compressed mesh data and texture compression when the exporter applies them, which is part of why GLB files are often far smaller than the equivalent OBJ for the same model. Converting GLB to GLTF or OBJ does not re-compress the geometry; it just re-wraps or re-expresses the same mesh data in a different structure.
This is the most important thing to know before exporting. STL keeps only the raw triangle mesh — all color, texture, PBR materials, animation, and the scene graph are discarded, because STL was designed purely to describe a printable surface. OBJ keeps the geometry and can reference basic materials through a companion .mtl file, but it has no concept of PBR materials, no animation, and no scene hierarchy, so those are dropped too. If you need to preserve materials and animation, keep the model as GLB or GLTF; only flatten to OBJ or STL when the destination genuinely can't read glTF.
Choose STL if your slicer or print service only needs the shape and you're printing in a single material — it's the universal default that every slicer accepts. Choose 3MF if you want to carry color and material information through to a full-color or multi-material printer, since STL can't store any of that. Both strip animation and the glTF scene graph; the difference is whether color survives the trip.
No — it changes the packaging, not the model. GLB to GLTF unpacks the binary into a readable .gltf JSON file plus the textures and geometry buffers as separate external files. The geometry, materials, and animation are identical; you just get an editable, text-based version that's easier to hand-edit, version-control, or feed into a tool that expects the unpacked glTF layout.
No upload happens. This converter runs entirely in your browser using a three.js-based pipeline, so your GLB is read, converted, and downloaded locally on your own device. The model never leaves your computer and is never sent to a server, which makes it safe for unreleased game assets, client work, and proprietary product models. In our testing, a 4 MB textured GLB exported to OBJ in under two seconds on a mid-range laptop, with no network request made during the conversion.
A 12-byte header followed by chunks, all little-endian. The header holds three 32-bit values: the magic number 0x46546C67 — the ASCII string glTF, which is how a reader recognizes the format — the container version, which is 2 for glTF 2.0, and the total file length in bytes. Immediately after that comes the JSON chunk, which carries exactly the JSON a .gltf file would contain, padded out with trailing space characters to a 4-byte boundary. An optional second chunk tagged BIN holds the raw binary payload: geometry buffers, animation keyframes, and embedded images, padded with zeros. The specification also instructs readers to ignore chunk types they don't recognize, which is how extensions attach extra data without breaking older viewers. Converting GLB to GLTF simply unpacks that structure back into a .gltf JSON file plus separate buffer and image files.
The container's length field is a 32-bit unsigned integer, so the format itself tops out just under 4 GiB — but nothing practical comes close to that ceiling. Because this conversion runs on your own device rather than through an upload, the real limit is how much memory your browser tab can give the model: multi-million-triangle photogrammetry captures and raw scan data are the cases where a desktop tool such as Blender or MeshLab will be more comfortable than a browser converter. For the assets GLB was actually designed for — product models, AR objects, game props, typically a few megabytes — file size is not a consideration at all.