Method · readable, no black box

What happens to your file, step by step.

Drop a .glb, or a .gltf together with its .bin. The scene is decoded in this tab and written as STL here; the asset never reaches a server.

1 · Open the scene

GLB arrives as one file. A .gltf needs its .bin and textures dropped alongside it; a missing buffer is reported, not guessed.

2 · Flatten the geometry

Every mesh node is baked into world space and merged into one triangle list. Instances are expanded, so the STL can be larger than the scene file.

3 · Write the print file

The mesh is written as binary STL. Coordinates are copied untouched; if the scene was authored in metres, pick that source unit.

Where the limits are

glTF scene → STL data handling
DataBehaviourWhy
Node transformsAppliedEach mesh is baked into world space
InstancesExpandedEvery copy becomes its own triangles
Materials, texturesDroppedSTL has no material model
UnitsMetres by conventionChoose metres as the source unit if the scene uses them
Animation, skinningDroppedSTL stores static geometry
Before you print

A flattened game asset often has open edges. Check it with a mesh report before sending it to a slicer.

Checking the result yourself

  1. Note the triangle count and bounding box the page shows.
  2. Open the result in the program you will actually use and read its statistics.
  3. Compare the dimensions with the source; a silent unit change shows up here first.
  4. Look at the model from both sides: flipped normals are visible immediately.

Convert