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FBX → GLB

FBX to GLB, converted and optimized in one pass

Zlim converts Autodesk FBX (.fbx) to a single optimized GLB — typically 70–80% smaller — by quantizing and Draco-compressing geometry, merging meshes to reduce draw calls, and transcoding textures to KTX2. The output is deterministic: the same file and profile produce the same GLB every time.

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Why convert FBX to GLB?

FBX is the interchange workhorse for games and VFX, but it is a heavy, proprietary container: verbose, frequently carrying unused rigs, empty animation tracks, and editor metadata that no runtime needs. No web viewer or AR framework loads FBX natively.

GLB (binary glTF 2.0) is the real-time standard that every web viewer, AR framework, and game engine consumes directly. Converting gives you one portable, GPU-ready file instead of an FBX plus a folder of loose textures.

What Zlim optimizes — the whole budget, not just polygons

Faces: tolerance-bounded mesh decimation and vertex quantization remove redundant geometry without changing the silhouette.

Draw calls: Zlim merges compatible meshes and atlases materials so the GPU binds and draws fewer times — the lever that actually moves frame rate.

Texture memory: textures are transcoded to KTX2 (Basis Universal) so they stay GPU-compressed in VRAM instead of decoding to raw RGBA. Every job reports input vs. output bytes and the measured reduction.

Convert FBX to GLB via API or CLI

Submit the file to the async jobs endpoint, or run one CLI command:

bash
# Local CLI (no API key):
zlim optimize model.fbx -o model.glb -p balanced   # ≈78% smaller

# Or the hosted REST API (async): create a job, upload the file,
# complete the upload, poll until succeeded, then download.
# Full flow: https://zlim.ai/docs#api

FAQ

Does FBX animation survive the conversion?

Skinned meshes and animation clips are preserved when present. Empty rigs, unused bones, and redundant tracks are pruned, which is part of where the size reduction comes from.

Will the GLB look the same as my FBX?

Yes. Reductions come from compression, quantization, and de-duplication — not from discarding visible detail. Decimation is bounded by a tolerance so the silhouette holds.

Is the output deterministic?

Yes. The same input file and optimization profile produce byte-stable GLB output and the same measured reduction on every run.

Convert FBX to GLB now

Start free — 25 optimizations a month. No card required.

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Related
OBJ to GLBCompress GLBOptimize glTFDraco compressionKTX2 texturesReduce poly countOptimize for webOptimize for ARAPI & CLI docs