Preserved
- Static mesh surface geometry is preserved.
Static scene geometry for physical models
Extract static meshes from an FBX scene and prepare them for STL-based printing. The converter reads declared units and up axis, applies object transforms, and lets you merge meshes or download separate parts in a ZIP. Bake animated poses and remove texture assets before uploading.
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Max 100 MB · processed locally
Your model stays on this device. Parsing, conversion, verification, and download preparation run locally in this browser.
FBX is designed for exchanging scenes between modeling and animation applications. STL needs only the final surface geometry. This converter extracts static mesh instances, applies their scene-space placement, and uses the file’s declared units to calculate output coordinates. ASCII FBX 7.0+ and binary FBX 6400+ are accepted within the supported static-mesh subset. Keep the original FBX for editing because an STL cannot represent the original scene relationships or motion.
The FBX importer resolves parent transforms, pivots, and geometric transforms. Each resulting world transform is baked into mesh vertices before merge or split.
UnitScaleFactor is interpreted as centimeters per FBX coordinate. Common units are shown directly; custom positive scales are normalized to millimeters. Missing declarations are shown as guesses for you to confirm.
Polygon faces become triangle facets. Materials, vertex colors, UV layers, cameras, and lights are removed. Rigs, morph targets, animation records, non-mesh geometry, and texture/media assets require a clean static export first.
Step 1
Bake the desired pose and export meshes without animation or texture assets. Choose a .fbx file up to 100 MB and inspect its input preview.
Step 2
Review the detected FBX unit and up axis, choose STL output coordinates, then merge the meshes or split each mesh instance into a separate file.
Step 3
Convert, compare the verified output preview and dimensions, then download one STL or a ZIP of separately reparsed STL files.
Export the mesh without rigs, animation, or texture assets, then check its physical scale and wall thickness before slicing.
Convert architectural or product scene meshes while preserving the placement of repeated objects and nested groups.
Split detected mesh instances into uniquely named STL files in one ZIP, or combine the scene into one STL while retaining relative placement.
FBX can describe geometry, scene hierarchy, object transforms, materials, cameras, lights, skeletons, and motion. STL describes only triangle facets. Exporting FBX to STL therefore fixes supported static meshes in scene space and flattens their representation; editable scene relationships and appearance data cannot be included.
| Property | FBX | STL |
|---|---|---|
| Geometry | Polygon meshes in a scene | Static triangle facets |
| Placement | Parent, local, and geometric transforms | Transforms baked into vertex coordinates |
| Physical scale | May declare unit scale and up axis | Numeric coordinates without unit metadata |
| Motion | Rigs, skinning, blend shapes, animation | Unsupported; bake a static mesh first |
| Appearance | Materials, UVs, colors and media | Geometry only; remove media before upload |
First bake the desired pose into static mesh geometry and remove rigs, skinning, morph targets, and animation records. This converter does not choose an animation frame or silently export an unposed character.
STL loses FBX materials, colors, scene hierarchy, cameras, and lights, and stores no physical unit. Bake animation and remove texture assets before upload.
The converter reads declared unit scale and positive up axis, bakes resolved object transforms, and applies your chosen output scale and orientation once. Missing declarations require confirmation. STL itself cannot store a physical unit.
Yes. Merge writes all detected mesh instances into one STL; split writes one STL per instance and packages multiple files in ZIP. Neither mode retains scene hierarchy, and merge does not fuse overlapping solids.
No. Processing remains local. Texture/media assets are rejected before image loading; export geometry without those dependencies and try again.
Use GLB to STL for a static web or AR scene packaged as GLB. That workflow reads glTF meter units and converts supported scene meshes for slicing.