Vector & CAD format

GLTF converter

A .gltf file is the JSON form of Khronos glTF 2.0: it describes nodes, meshes, accessors, and buffer references in text, often pairing with external .bin buffers or embedding them as data: URIs. It is the editable, inspectable sibling of binary .glb.

100% private for supported formats

Convert supported files

Runs on your device

Drop GLTF files here

Batch files can each use a different output. Nothing uploads for local conversions.

Working inputs include camera RAW, browser-local audio/video, PDF, CBZ/CBR comics, office documents, ebooks, markup, 3D models, structured text, images, and archives.

Where GLTF comes from

glTF began at Khronos as a runtime delivery format for WebGL content; version 2.0 (2017) replaced the earlier PBR draft and became the industry JSON schema for realtime assets. Exporters still emit .gltf when artists want human-readable scenes or separate binary payloads.

How GLTF works

  • UTF-8 JSON with required asset.version 2.0 and optional scenes, nodes, meshes, accessors, bufferViews, and buffers.
  • Buffers may be embedded via data: URIs or referenced by relative path; mesh-only pipelines prefer embedded buffers.
  • TRIANGLE primitives (mode 4, the default) supply POSITION accessors and optional indices.
  • Byte-aligned little-endian typed arrays back component types such as FLOAT and UNSIGNED_SHORT.

When to use GLTF

  • Inspecting or hand-editing mesh package structure
  • Pipelines that already stage separate .bin buffer files
  • Converting between web JSON assets and print mesh formats
  • Debugging accessor layouts before packing a GLB

Strengths and limitations

Strengths

  • Human-readable scene description
  • Same data model as GLB, so round-trips are straightforward
  • Wide support across DCC and web engines

Limitations

  • External buffer URIs make a lone .gltf file incomplete
  • JSON overhead is larger than an equivalent .glb for big meshes

Compatibility

The same ecosystem that reads .glb generally reads .gltf, provided referenced buffers resolve. Browser viewers, Blender, and engine importers expect either embedded data URIs or co-located .bin files.

Copyright and generator strings sit under asset; application-specific data is commonly stored in extras.