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A browser-based tool that converts glTF and GLB 3D model files to STL format locally, without uploading files to a server.
The story so far
Homepage of glTF to STL Converter
glTF to STL Converter is a web-based utility that converts 3D scene files in glTF or GLB format to STL (stereolithography) format. The tool runs entirely in your browser, processing files locally on your device without uploading them to any server. It flattens 3D geometry into a single mesh and writes the output as binary STL, making it suitable for 3D printing. Materials, textures, and animations are not carried over since STL only stores static triangle geometry. The converter handles Draco-compressed GLB files and supports unit conversion to ensure correct scaling for 3D printing.
Typeset features
Converts .gltf and .glb files to .stl format
Processes files locally in browser with no upload to server
Flattens 3D geometry and merges mesh nodes into single triangle list
Decodes Draco-compressed GLB files
Unit conversion for 3D printing (millimetres, centimetres, metres, inches)
Supports .gltf files with separate .bin and texture files
Drops materials, textures and animations as STL cannot store them
Expands mesh instances to separate triangle copies
Pricing
Pricing model: Free
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From the registry's public RDAP record, checked 27 Oct 2026, 03:50 UTC.
Yes. A .glb is binary glTF 2.0 in a single file. Drop it into the converter; the scene is flattened into triangles and written as STL in this tab. Draco-compressed GLB files are decoded by the bundled decoder. Textures and animation are dropped because STL cannot store them.
What is the difference between .gltf and .glb?
A .gltf is a JSON scene that points to a separate .bin and texture files. A .glb packs the same scene into one binary file. Both are glTF 2.0 and both work here; the .glb is easier to move around because it has no side files.
Why is the STL 1000 times smaller than expected?
glTF models are usually authored in metres. Select metres as the source unit, or scale the model in your slicer, before printing.
What happens to PBR materials and textures?
They are dropped. STL stores triangles and nothing else, so base colour, roughness and normal maps have nowhere to go.
Is the scene hierarchy preserved?
No. All mesh nodes are flattened into one coordinate space. Two instances of the same mesh become two copies of its triangles.
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