GLB, glTF, OBJ, STL, FBX, PLY, 3MF, DAE, USDZ, ZIP · up to 250 MB · or drop it here
Pick an OBJ with its MTL and textures, or a glTF with its .bin, in one go. A ZIP that holds them works too.
Or try a model made on this site
Drop a 3D model to convert it. The file stays in this tab; nothing is uploaded.
FBX to OBJ converter
The FBX to OBJ converter reads a binary or ASCII FBX in your browser and writes an OBJ with its MTL, zipped together with the FBX's base-color textures as PNG files. The unit the FBX declares becomes metres; animation clips and the skeleton are left out, and nothing is uploaded.
FBX to OBJ in numbers
The .obj, the .mtl it names and a textures folder of PNG images, so the OBJ opens with its colors.
The unit the FBX declares is applied: a chest 83.22 cm wide in the FBX is 0.8322 units wide in the OBJ.
An OBJ holds one still mesh, so clips, bones and skin weights are left out and the rest pose is written.
The largest FBX the page opens; it is read inside the browser tab and 0 bytes are uploaded.
Two FBX files through the FBX to OBJ converter
What came out when the page's own sample and an animated character were converted, read back from the downloaded ZIPs.
A textured chest: 2.6 MB in, 3.5 MB out
The sample treasure chest, a binary FBX in centimetres with 26,942 triangles and one embedded texture, became a ZIP holding a 14.9 MB OBJ, a 113-byte MTL and a 1.7 MB PNG.
The size survived the unit change
83.22 × 75.81 × 51.93 cm in the FBX came out as 0.8322 × 0.7581 × 0.5193 units in the OBJ: the same chest, written in metres.
A dancing character lost its dance
A rigged character with 2 animation clips and 2 materials came out as 55,320 triangles in its rest pose, 1.95 m wide with the arms out, and an MTL with 2 colors.
What carries over
What survives FBX to OBJ
The panel under the output buttons lists these for the FBX you open.
| What | What happens |
|---|---|
| Triangles, UVs and normalsKept | Every face is written with its texture coordinates and normals; quads and larger polygons are split into triangles on the way in. |
| Diffuse color and opacityChanged | Each FBX material becomes one MTL entry with its color (Kd) and opacity (d). Specular color is written as zero and shininess is left out. |
| The base-color textureKept | An embedded diffuse image, or one picked with the FBX, is saved as a PNG in the textures folder and linked from the MTL with map_Kd. |
| Normal, roughness and other mapsDropped | The OBJ export links the color map only; the panel names each map it leaves out. |
| Clips, bones and skin weightsDropped | OBJ has no animation or skinning, so the character is saved in the rest pose its bones were bound in. |
| Unit and up axisChanged | The declared FBX unit, usually centimetres, becomes metres, and a Z-up scene is stood Y-up, the OBJ convention. |
Why an FBX turns into a ZIP of files as an OBJ
The two formats split a model up in different places.
An FBX carries a whole scene
One binary FBX can hold meshes, materials, embedded images, a bone hierarchy, skin weights and animation curves.
An OBJ is geometry written as text
An OBJ lists vertices, UVs, normals and faces line by line. Colors sit in a separate MTL file and images beside it, which is why the converter zips them.
Text takes more room than binary
Every corner of every triangle is spelled out, so the OBJ is often several times the FBX's size; the 2.6 MB chest became 14.9 MB of OBJ, or 3.5 MB zipped.
Convert an FBX to OBJ in three actions
The page opens with OBJ picked; the FBX's own images go in the same pick.
Drop the FBX
Pick the .fbx, and its image files too if it does not embed them. The page reads the unit and counts triangles, materials, textures and clips.
Read what will be dropped
The carry-over list says how many clips and which maps the OBJ cannot keep, before anything is written.
Convert and unzip
Press Convert to OBJ and unzip the download. Keep the .obj, the .mtl and the textures folder together when you import.
Limits of FBX to OBJ conversion
An OBJ is a still, color-only copy of what the FBX held.
The rest pose, not a frame
An animated character comes out in its bind pose, often a T-pose. Convert to GLB to keep the clips, or pose and export the mesh in the source program.
One material per mesh
A mesh that uses several materials keeps only its first in the OBJ; separate those faces into their own meshes before exporting the FBX.
PBR maps stay behind
Without normal and roughness maps the OBJ looks flatter in an engine; GLB keeps them.
Linked images must come along
An FBX that points at image files instead of embedding them needs those files picked with it, matched by name; a missing one leaves a flat color.
Questions about FBX to OBJ
Answers about textures, animation, size and units.