Web & AR → Web & AR

Convert glTF to GLB

Packaging a JSON glTF (with loose buffers/textures) into one binary file. 100% client-side — your files never leave your browser.

🛡 Files never leave your browser. Nothing is uploaded.
STEP 1
Drop your glTF file

Drag and drop, or click to choose a glTF file. It's parsed entirely in your browser — nothing is uploaded.

STEP 2
Confirm the target format

GLB is preselected on this page. Change it, adjust unit scale/axis in Options, or add more files to batch-convert.

STEP 3
Download your GLB file

Once conversion finishes, download the result directly, or grab the whole batch as one ZIP.

The Honest Part

What changes when you convert GLTF to GLB

✓ Kept
  • Triangle mesh geometry
  • PBR materials
  • textures
  • animations
  • scene hierarchy / part names
  • vertex or material colors
✗ Lost
  • No structural loss (see the note below).

GLB can hold everything a typical glTF file carries. The file is repackaged rather than re-exported: texture bytes, material variants and glTF extensions are kept as they are, and meshopt compression is kept. Draco-compressed geometry is decoded and not re-applied, so such a file comes out larger. If you turn on a transform (scale, up axis, recenter, merge meshes or recompute normals), the file goes through three.js instead, which re-encodes textures and drops material variants; the report after each conversion lists what changed.

GLTF to GLB technical reference

Source format GL Transmission Format (JSON) (.gltf)
Target format Binary glTF (.glb)
Conversion engine Runs entirely client-side via WebAssembly + Three.js
Upload required No — files are read and converted locally

GLTF to GLB FAQ

Is my glTF file uploaded anywhere?

No. The conversion runs 100% inside your browser using WebAssembly and client-side JavaScript. Your glTF file, and the GLB file it becomes, never touch a server.

What does converting glTF to GLB keep or lose?

Nothing structural is lost — Triangle mesh geometry, PBR materials, textures, animations, scene hierarchy / part names, vertex or material colors all carry over. GLB can hold everything a typical glTF file carries. The file is repackaged rather than re-exported: texture bytes, material variants and glTF extensions are kept as they are, and meshopt compression is kept. Draco-compressed geometry is decoded and not re-applied, so such a file comes out larger. If you turn on a transform (scale, up axis, recenter, merge meshes or recompute normals), the file goes through three.js instead, which re-encodes textures and drops material variants; the report after each conversion lists what changed.

Can I convert multiple glTF files to GLB at once?

Yes. Drop as many files as you like — they queue and convert one at a time (to keep memory use predictable), and you can download each one individually or all together as a ZIP.

Is there a file size limit?

There's no hard limit — you're bound by your device's available memory. Large batches (50+ files) convert serially to stay within a predictable memory budget.

Do I need to install any software?

No installation, plugins, or account are required. This runs in any modern browser that supports WebAssembly (Chrome, Edge, Firefox, Safari).

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