3D File Converters

From a web 3D scene to editable mesh geometry

GLB to OBJ Converter Online

Bring a static GLB asset into an OBJ-based modeling workflow. Preserve its mesh surfaces, normals and first UV set, choose coordinates, and keep, merge or split detected meshes. Materials and texture images are omitted; both previews use neutral geometry shading.

Drop GLB file here

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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.

What the conversion keeps and removes

Preserved

  • Static triangle surface geometry is preserved; no extra detail is added.
  • Available vertex normals are retained; missing normals are calculated from faces. Tangents are omitted.

Converted

  • Triangle strips and fans become triangles. Quads and shared CAD topology are not reconstructed.
  • Keep detected meshes as OBJ objects, merge into one object, or split into a ZIP. Nested hierarchy and instancing relationships are lost.
  • Object placement and mirrored orientation are baked into vertex coordinates.
  • GLB meter dimensions are converted to your selected unit. OBJ does not record that unit.
  • GLB Y-up becomes the selected output orientation; OBJ does not declare an up axis.
  • The first UV set is retained. Extra UV sets and material texture transforms are lost.

Lost

  • Vertex colors and transparency are lost.
  • PBR materials and material assignments are lost; no MTL file is generated.
  • Embedded textures are omitted. External images or buffers require a self-contained GLB export first.
  • Cameras and lights are lost.
  • Custom properties and manufacturing metadata are lost.

Unsupported input

  • Bake rigs, skins, morph targets and animations to a static mesh before upload.
  • Exact CAD surfaces, feature history and missing detail cannot be reconstructed.
  • Slicer settings and supports must be configured separately.

What does this GLB to OBJ converter extract?

It extracts the static mesh instances in the GLB default scene and writes Wavefront OBJ vertices, normals, texture coordinates and triangle faces. Node placement is baked into the vertices, including nested transforms and mirrored objects. This is useful when a mesh editor or asset-processing script expects OBJ. The output has no MTL library or texture images, so keep the GLB original if the rendered appearance matters. Animation must be baked into a static mesh before upload.

  • Local GLB 2.0 parsing
  • Normals and primary UVs
  • World-transform baking
  • Keep, merge or split objects
  • Explicit output unit and up axis
  • Reparsed OBJ and ZIP downloads

How scene data becomes OBJ records

Geometry and shading directions

Existing faces remain triangles. Vertex normals are transformed with the mesh and mirrored face winding is corrected. If normals are missing, they are calculated from the surface; no additional shape detail is created.

One UV set without texture images

TEXCOORD_0 becomes OBJ vt records. Additional UV sets, material texture transforms, tangent data, PBR properties and texture images are omitted. UVs alone do not reproduce the GLB appearance.

Meters and Y-up become your coordinates

GLB uses meters and Y-up. Coordinates are normalized for preview, then the selected output scale and rotation are applied once. Set the same unit in your OBJ importer because OBJ has no unit declaration.

How to convert GLB to OBJ

Step 1

Open a self-contained static GLB

Choose a .glb file up to 100 MB. Inspect the parsed source surface, detected mesh count, triangle count and dimensions.

Step 2

Set coordinates and object handling

Review the meter/Y-up source convention, select the OBJ coordinate unit and up axis, and choose separate named objects, one merged object or a file per detected mesh.

Step 3

Verify and download OBJ

Convert, inspect the output preview rebuilt by reparsing the exact generated bytes, and compare dimensions before downloading an OBJ or ZIP. Reassign materials separately in your editor.

Where a GLB asset becomes useful as OBJ

Edit a web or AR model

Extract a static prop or product mesh for sculpting, cleanup or retopology in an OBJ-compatible editor while retaining its existing primary UV layout.

Feed an OBJ geometry pipeline

Create readable geometry for tools that inspect vertices, faces and normals but do not accept binary glTF scenes.

Separate scene mesh instances

Download detected meshes as individual OBJ files in a ZIP. Each keeps its scene-space placement so the pieces can be reassembled after import.

GLB and OBJ are different file formats

GLB is the binary container for glTF scenes, combining mesh buffers with scene nodes and optional rendering assets. Wavefront OBJ is a text-based geometry format with vertex, normal, UV and face records. This route extracts static geometry for editing; it does not translate glTF PBR materials into the separate MTL material format.

PropertyGLBOBJ
GeometryScene nodes with triangle primitivesTriangle faces in named objects
Normals and UVsVertex normals, tangents, multiple UV setsNormals and first UV set only
AppearancePBR materials and embedded imagesNo MTL, materials or images in this export
PlacementNested transforms and instancesBaked coordinates; flat objects
CoordinatesMeters, Y-upChosen scale and orientation; no unit label
MotionSkins, morph targets and animationStatic meshes only; bake first

Resolve GLB extraction problems

The OBJ looks gray
This export contains geometry and available UVs without an MTL library or textures. Reassign materials in the destination editor or retain GLB for a workflow that needs its appearance.
Compression or an extension is rejected
Re-export an uncompressed GLB using regular static mesh nodes. Draco, Meshopt, GPU instancing and unsupported required extensions must be removed or baked by the source editor.
A companion file or animated mesh is reported
Embed external buffers and images into the GLB, and bake the chosen pose into static geometry. Remove skins, morph targets and animation clips before exporting again.

GLB to OBJ limitations

  • This OBJ export loses GLB materials, texture images, vertex colors and scene hierarchy. No MTL file is generated. OBJ stores no physical unit; import it using the selected coordinate unit.
  • Only the default scene is extracted. Lines, points, skins, morph targets and animation clips are unsupported; bake a static triangle mesh first.
  • Draco and Meshopt compression, GPU instancing and unsupported required extensions require a standard mesh export. External resource files are rejected before loading.
  • Only the first UV set survives. Extra UV sets, tangent data and material texture transforms are lost.
  • Keep source structure retains detected flat objects, not nested scene hierarchy. Merge combines surfaces without a Boolean union or automatic mesh repair.

GLB to OBJ FAQ

Does this GLB to OBJ converter include MTL and textures?

This OBJ export loses GLB materials, texture images, vertex colors and scene hierarchy. No MTL file is generated. OBJ stores no physical unit; import it using the selected coordinate unit.

Are UVs and smooth normals retained?

Available vertex normals and the first UV set are retained. Extra UV sets, tangents and material texture transforms are omitted. Missing normals are calculated, but missing UV layouts are never invented.

Can I convert a rigged or animated GLB?

Bake the desired pose to a static mesh first, then remove skins, morph targets and animations. This converter does not choose a frame or export an undeformed bind pose silently.

Why is my OBJ a different size in another app?

GLB specifies meters; OBJ does not specify units. The selected output unit controls its numbers. Import the OBJ using the same unit and check the displayed dimensions.

What happens to multiple scene objects?

Keep writes detected mesh instances as flat named OBJ objects. Merge writes one object. Split produces one OBJ per detected mesh and a ZIP for multiple files. Placement is baked in every mode; nested hierarchy is lost.

Is my GLB uploaded during conversion?

No. Source parsing, both previews, conversion, verification and download packaging all run on your device. External image and buffer references are rejected.

Preparing the GLB for 3D printing instead?

Use GLB to STL when your next step is slicing and you only need triangle surfaces. That route omits UVs as well as materials and images.

GLB to STL converter