LOCAL FILE WORKBENCH

Convert Static FBX to OBJ

Convert supported static binary FBX into OBJ groups locally. Nested placements are applied; materials, animation and companion textures are excluded.

Convert FBX to OBJ OnlineIDLE
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Supported input and output

Binary FBX 7.1–7.7 polygon meshes become triangular OBJ groups with computed face normals. Each supported mesh instance retains its placed geometry.

Carry static placements into OBJ groups

Supported binary FBX mesh instances are triangulated after their full geometry-to-world transforms are applied. Each placed mesh gets an OBJ group. Declared supported units are converted to millimetres; absent units remain unspecified. The resulting file carries geometry and face normals, not a rig, animation clip or material bundle.

How to use this tool

  1. Select a static binary FBX exported without rigs or animation curves.
  2. Review placed mesh counts, bounds and the source-unit warning.
  3. Convert to OBJ and open its groups in a mesh editor using the reported units.

Limitations to check

  • Rigging, skinning, morphs, animation curves, constraints, caches, LOD and non-mesh objects cause rejection. Empty animation takes without curves are ignored.
  • The OBJ has no material assignments, texture coordinates or MTL companion. Source shading and smooth-normal relationships are not reproduced.
  • World placements are baked without changing source axes. Declared supported length units become mm; absent units require you to establish the intended import scale.
File and processing limits
  • Binary FBX up to 10 MiB; 512 nodes, 10,000 elements, hierarchy depth 32 and 128 placed meshes.
  • 100,000 placed triangles; per source mesh: 200,000 vertices, 300,000 corners, 100,000 faces and 128 corners per polygon.
  • 30 seconds per job; 64 MiB each for parser temporary/result allocations, 256 MiB maximum WASM heap, 24 MiB output. Browser rendering needs additional memory.

Processing happens in this browser; your file and filename are not uploaded. Cancel, reset or replace the file to stop its worker. Downloads are generated locally.

Questions about this workflow

Can this export a character’s current animation pose?

No. Files containing animation curves, skinning, rigs or deformers are rejected. Bake and export a static mesh from the authoring application first; this tool does not choose a frame or evaluate a pose.