By Tim King · Updated
STL to GLB Converter
Convert Between STL, GLB and GLTF With Up-Axis and Unit Fixes, Nothing Uploaded
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How the STL To GLB works
This STL to GLB converter readies print models for the web. STL is what 3D printers read; GLB is what the web, game engines, AR viewers and most product configurators read. Drop an .stl file here to see it in an orbit viewport, choose a colour and the right up axis, and download a .glb with the mesh, its normals and a simple material baked in. Both binary and ASCII STL load, and the file never leaves your browser. Drop a GLB or glTF instead and the same page turns it into a binary or ASCII STL ready for a slicer.
STL to GLB: what changes in the conversion
An STL holds nothing but triangles: no colour, no units, no named parts, no up axis. A GLB is a single binary glTF file that carries the geometry plus a material, a scene graph and a declared Y-up orientation. This tool reads the STL, recomputes smooth vertex normals so curved surfaces shade properly, attaches the colour you picked as a physically based material, and writes the whole thing as one .glb. The triangle count stays exactly the same, so a 200,000-triangle STL becomes a 200,000-triangle GLB.
Fixing the up axis
Almost every STL is saved with Z pointing up, because that is how printers and slicers think. glTF is defined as Y up. Leave the STL up axis menu on Z up and the tool rotates the model so it stands upright in any glTF viewer; if the file arrives lying on its side in the viewport, it was exported Y up already, so switch the menu and it will straighten. Check the preview before downloading: what you see is what the GLB contains.
Units
STL files have no units, but nearly all of them are in millimetres. glTF is defined in metres, so a 50 mm part imported unchanged into a web viewer or game engine is 50 metres across. Set Units to mm to m and the tool scales the model by 0.001 on export, which is right for anything that came from a slicer or a CAD program set to millimetres. Keep as is if the STL was already in metres or if the target application applies its own import scale.
Colour and material
STL cannot store colour, so the GLB gets one flat material with the colour chosen in the rail, moderate roughness and almost no metalness. That looks right for printed plastic and resin. If the STL was written with the rare per-face colour extension, those vertex colours are kept and override the flat colour.
Where the GLB is useful
Product pages and AR quick-look previews accept GLB directly, as do most game engines, web viewers and 3D social posts. It is also far smaller to download than ASCII STL, because the geometry is stored as packed binary buffers.
From scene to solid
A glTF file is a scene: a tree of nodes, each with its own transform, referencing meshes, materials, textures and sometimes animation. STL is a flat list of triangles and nothing else. The converter walks the whole tree, bakes each mesh's world transform into its vertices and writes them all out as a single body. Materials, textures, animations and skeletons are dropped, because STL cannot hold them; skinned characters are exported in their rest pose.
Up axis and units
glTF is defined as Y up and in metres. Slicers expect Z up and millimetres. The defaults here, Z up and m to mm, do both conversions at once: the model is rotated to stand on the Z axis and scaled by 1000, so a glTF figure that is 0.15 metres tall becomes a 150 mm STL. If the source was authored in millimetres despite the spec, choose Keep as is; if it was already Z up, choose Y up to skip the rotation. Check the size stat in the rail before converting, remembering that it shows the source units.
Binary or ASCII
Binary STL is the normal choice: compact, fast and read by every slicer. ASCII STL is a text file several times larger that some old tools and scripts expect, and it is useful when you want to inspect or diff the triangles. Both hold exactly the same geometry.
Making the result printable
Converting does not repair the mesh. Game and web assets are often open shells, single-sided planes or overlapping parts that look fine on screen but confuse a slicer. After downloading, run the STL through your slicer's mesh check or a repair tool, and expect to add thickness to anything that was modelled as a zero-width surface. Very dense scans can be decimated first to keep the file manageable. The STL dimensions checker reports holes and non-manifold edges. For Wavefront files, use STL to OBJ.
FAQ
Does it make a .gltf or a .glb?
A .glb, which is glTF packed into one binary file with the geometry buffers inside it. That is the form web viewers, AR quick-look and game engines prefer, because there are no side files to lose. Any tool that reads glTF reads GLB.
Why is the GLB bigger or smaller than the STL?
Binary STL stores each triangle's three corners separately, so shared corners are repeated. The GLB stores the same list plus normals, so it is usually a similar size or slightly larger. ASCII STL is text and several times bigger than either, so converting from ASCII shrinks the file a lot.
Will it keep multiple parts separate?
An STL has no part names or groups, so the whole file becomes one mesh in the GLB. If you need separate parts, export them as separate STL files and convert each one, or convert an OBJ, which does carry group names, using the OBJ to GLB tool.
Does it keep separate parts?
No. STL has no concept of parts, so everything becomes one body in one file. If you need parts printed separately, split the STL in your slicer, which usually has a split-to-objects command, or delete nodes from the glTF before converting.
See also: all Images tools, Units, Audio & Video, Documents, Data & Code.
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