The format the thing at the other end wants

Format Conversion

GLB, OBJ, FBX and STL, converted from any model in your library — without a round trip through a DCC application to change a container.

What it does

Four formats

GLB for the web and real-time engines, FBX for animation pipelines, OBJ for anything that reads it, STL for printing.

It runs quietly underneath, too

Tools that need a particular format get it automatically. Rigging wants FBX; you are never asked to produce one first.

The original stays

A conversion is a new library model, so you keep both.

How it works

  1. Pick a modelGenerated or uploaded, it makes no difference.
  2. Choose the target formatRequired for a conversion and ignored everywhere else.
  3. DownloadOBJ arrives as an archive, because an OBJ is never one file — the material definition and its textures travel with it.

What people use it for

  • Handing a printer an STL from a model generated for a game
  • Getting an FBX for an animation pipeline that will not read GLB
  • Producing an OBJ for a tool that predates glTF
  • Delivering the format a client specified without opening a modeller

What it cannot do

  • STL is output only. It can be produced and not ingested — which is fair, because it carries no colour, no materials and no UVs to bring back
  • A conversion carries what the target format supports. Animation does not survive a trip through OBJ, and nothing survives a trip through STL but geometry
  • It changes the container, not the contents. A model with no textures converts to a model with no textures

The details

Reads
GLB, OBJ, FBX
Writes
GLB, OBJ, FBX, STL
OBJ packaging
Archive, with materials and textures
Automatic
Yes — tools convert their own inputs