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.
From a web 3D scene to editable mesh geometry
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.
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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.
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.
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.
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.
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.
Step 1
Choose a .glb file up to 100 MB. Inspect the parsed source surface, detected mesh count, triangle count and dimensions.
Step 2
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
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.
Extract a static prop or product mesh for sculpting, cleanup or retopology in an OBJ-compatible editor while retaining its existing primary UV layout.
Create readable geometry for tools that inspect vertices, faces and normals but do not accept binary glTF scenes.
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 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.
| Property | GLB | OBJ |
|---|---|---|
| Geometry | Scene nodes with triangle primitives | Triangle faces in named objects |
| Normals and UVs | Vertex normals, tangents, multiple UV sets | Normals and first UV set only |
| Appearance | PBR materials and embedded images | No MTL, materials or images in this export |
| Placement | Nested transforms and instances | Baked coordinates; flat objects |
| Coordinates | Meters, Y-up | Chosen scale and orientation; no unit label |
| Motion | Skins, morph targets and animation | Static meshes only; bake first |
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.
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.
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.
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.
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.
No. Source parsing, both previews, conversion, verification and download packaging all run on your device. External image and buffer references are rejected.
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.