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GLB to OBJ

Extract the geometry of a GLB model (binary glTF) locally as OBJ - for Blender, Cinema 4D and 3D tools. No upload.

Running locally on your device ...

Running locally on your device ...

0%

Is my file uploaded?

No. Everything runs in your browser - your file never leaves your device. How this is verifiable

No upload100% local
Your content stays with youno third-party access
Hosted in GermanyGlobal Content Delivery
Independently auditedTLS A+ · HTTP headers A+

GLB is the common single-file format for web and AR (glTF in binary form). If you want to edit such a model further in a classic 3D program like Blender, Cinema 4D, Maya or MeshLab, you often need the plain OBJ format. This tool reads the geometry out of the GLB and writes a clean OBJ file.

The GLB file is split apart (JSON structure plus binary buffer) and all meshes of the scene are read. The node transforms (translation, rotation, scale) are applied so the vertices end up at their actual position in the scene. Several meshes are merged into one combined geometry. Both indexed and non-indexed triangles (also strips and fans) are supported.

Everything runs entirely locally in the browser - your model never leaves your device. Beyond pure geometry, UV coordinates (TEXCOORD_0) and a referenced material are now carried over too: the base colour (baseColorFactor) lands as Kd in an automatically supplied MTL file, and a baseColorTexture embedded in the GLB is extracted as its own image file and linked via map_Kd. Animations, skeletons and cameras from the GLB are still not carried over. A broken or geometry-less file is rejected with a clear message.

Specifications

Specifications
Input formatsGLB
Output formatOBJ
Batch processingNo
ProcessingLocally in your browser (JavaScript)
File uploadNone

In 3 steps

  1. Drop your GLB file.
  2. The geometry is extracted automatically.
  3. Download the OBJ (e.g. for Blender).

Limitations: Reads the geometry of all meshes from a GLB (binary glTF 2.0) and writes OBJ; node transforms are applied, meshes merged, indexed and non-indexed triangles (also strips/fans) supported. UV coordinates (TEXCOORD_0) and each mesh's referenced material are now carried over too: when a material is present, a companion MTL file is generated automatically with the base colour (Kd, from baseColorFactor) and, if the material references a base-colour texture, that texture is extracted as its own image file and linked via map_Kd. Still not carried over: the NORMAL attribute (the OBJ output carries no normals), roughness/metallic, emissive and normal-map textures, animations, skeletons and cameras. The positions themselves are carried over losslessly within glTF's own 32-bit floating-point precision. An invalid or geometry-less file is rejected with a clear error.

FAQ

Are node transforms applied?

Yes. Translation, rotation and scale of the scene nodes are applied to the vertices so the geometry sits in the right place.

Are material and texture carried over?

Yes, partially: the base colour (baseColorFactor) and a referenced base-colour texture are carried over - as a companion MTL file plus, if present, an extracted image file. Roughness/metallic, emissive and normal maps, plus animations, skeletons and cameras, are not carried over.

Are UV coordinates carried over?

Yes. Existing TEXCOORD_0 UV coordinates are written unchanged as vt lines in the OBJ file.

Does it work with multiple meshes?

Yes. All meshes of the scene are read and merged into one combined geometry.

Is my file uploaded?

No, the conversion happens entirely locally in the browser; your model never leaves your device.

Related tools

GLB to glTF · STL to GLB · OBJ to GLB · STL to PLY · glTF to GLB · JSON to TOML