GLB and FBX are both common character formats, but they're optimized for different parts of the pipeline. If your goal is to rig, animate, and move characters between tools, it helps to understand where each format shines.
GLB (glTF binary): best for sharing and web workflows
- Compact and portable
- Great for web previews and sharing
- Often includes textures in a single package
FBX: best for DCC tools and game engine pipelines
- Widely used for skeletal animation workflows
- Works reliably with Unity/Unreal importers
- Common interchange format for rigged assets
Which one is better for auto-rigging?
Auto-rigging depends more on your pose and topology than on file format. However, many production pipelines prefer the final output as FBX because that's what engines and animation tools expect.
Recommended practical pipeline
- Start with GLB (easy to share) or FBX (engine-friendly), whichever you have.
- Auto-rig in T-pose.
- Download engine-friendly exports (Unity/Unreal FBX) for production.
- Keep GLB as a distribution format if needed.
Common issues when converting
Materials don't match
Materials can differ across formats. GLB often keeps textures packaged, while FBX can require external texture paths or engine-side material setup.
Axis/rotation differences
Coordinate systems vary. A consistent export toolchain reduces surprises.