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FBX-glTF-conv

github.com

Free plan WindowsmacOSLinux
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Spec score 7.8 #12 of 31 in 3D File Converter Software

What it is

FBX-glTF-conv is a free command-line utility for converting FBX files to glTF, with an output path ending in .gltf or .glb. The project describes it as a component used with Cocos Creator and as an alternative to FBX2glTF for that purpose. Its listed conversion support includes meshes, scene hierarchy, skinning, blend shapes or morph targets, and skeletal node transform and blend shape animations. Supported materials include Lambert and Phong. Textures can use JPEG or PNG images, with options to resolve textures and control image paths. The project lists Windows, macOS, and Linux, and reports testing on Windows, macOS 10.13 or later, and Ubuntu 22.04; Ubuntu 20.04 is unsupported. Additive cluster mode, FBX-specific node inherit types, cameras, and lights are marked unfinished. Building requires Windows or macOS, FBX SDK 2019 or higher, vcpkg, and CMake. The software is under the MIT License, which includes an as-is warranty disclaimer. The repository links to releases and directs users to file an issue for build problems.

Spec sheet

Purpose
FBX-glTF-conv converts FBX files to glTF files.Read 8 Oct 2026 · github.com
Support
The README directs users to file an issue if they encounter build problems.Read 8 Oct 2026 · github.com
License
The repository provides the software under the MIT License, which includes an as-is warranty disclaimer.Read 8 Oct 2026 · github.com
Animation
Listed supported features include skeletal node transform animations and blend shape animations.Read 8 Oct 2026 · github.com
Build requirements
Building requires Windows or macOS, FBX SDK 2019 or higher, vcpkg, and CMake.Read 8 Oct 2026 · github.com
Command line
The converter runs as an executable from the command line and accepts an FBX input and glTF output path.Read 8 Oct 2026 · github.com
Geometry and materials
Listed supported features include meshes and Lambert and Phong materials.Read 8 Oct 2026 · github.com
Incomplete features
The README marks additive cluster mode, FBX-specific node inherit types, cameras, and lights as unfinished.Read 8 Oct 2026 · github.com
Integration
The README describes the converter as part of Cocos Creator and says it was created as an alternative to FBX2glTF for that use.Read 8 Oct 2026 · github.com
Intended use
The project says it is essentially used as part of Cocos Creator.Read 8 Oct 2026 · github.com
Operating systems
The project says it has been tested on Windows, macOS 10.13 or later, and Ubuntu 22.04, and that Ubuntu 20.04 is unsupported.Read 8 Oct 2026 · github.com
Other supported data
The feature list includes skinning, blend shapes (morph targets), and scene hierarchy.Read 8 Oct 2026 · github.com
Output formats
The output path can be a .gltf or .glb file.Read 8 Oct 2026 · github.com
Release channel
The repository links to a releases page for the latest release; the page lists version 1.0.0-alpha.54.Read 8 Oct 2026 · github.com
Textures
The converter supports JPEG and PNG images and provides options to resolve textures and control image paths.Read 8 Oct 2026 · github.com

Plans and prices

Free / MIT licensed Free No paid tiers or usage limits stated Read 8 Oct 2026 · github.com

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Strong points and limits

Strong points

  • Outputs .gltf or .glb files
  • Converts meshes, skinning, and blend shapes
  • Supports skeletal and blend shape animations
  • Available for Windows, macOS, and Linux
  • MIT licensed

Limits

  • Cameras and lights are unfinished
  • Ubuntu 20.04 is unsupported
  • Building requires Windows or macOS
  • Build requires FBX SDK 2019 or higher, vcpkg, and CMake

Who it suits

It suits users who need command-line FBX-to-glTF conversion, particularly as part of Cocos Creator. Building from source requires Windows or macOS and the listed SDK and tools.

Verdict

FBX-glTF-conv covers mesh, material, texture, and animation conversion for a Cocos Creator-oriented workflow. Its unfinished feature list and build requirements matter if your input files or setup depend on those areas.

Where Specifiction places it

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