The information on this page only pertains to Godot 4.0 and later. Godot 3.x does not have support for using FBX2glTF directly, but you can use it as a command line tool to convert scenes before placing the converted glTF file in the Godot project folder.
FBX is a popular proprietary
3D interchange format from Autodesk. It is often used in game engines to allow
importing 3D scenes created using software such as Blender, Maya or 3DS Max.
Godot does not include an FBX importer in its editor code, as doing so would
require linking against a proprietary SDK. Relying on reverse engineering was
attempted in the past,
but it turned out to be too unreliable.
However, thanks to a tool known as FBX2glTF, it is still possible to import
FBX scenes to Godot in a transparent manner. But first…
Consider using glTF 2.0 instead
glTF is an open 3D
interchange format. Unlike FBX, it has many open source implementations
available and is supported out of the box in Godot.
We recommend using glTF over FBX for several reasons:
- glTF is better supported in open source 3D software such as Blender.
- glTF import is integrated in the Godot editor. This way, team members
working on your project don't need to install external tools before they
can start working on the project.
- If you use headless exporting (continuous integration) for your project,
you don't need to install external tools before you can export the
project.
- If you use the Android or HTML5 editor, you can import glTF scenes, but
not FBX scenes as these platforms don't allow running arbitrary external
executables.
- If you use a device on a non-x86 architecture, you can import glTF scenes,
but not FBX scenes as the Autodesk FBX SDK is only available for x86
architectures.
- glTF is an open standard. Unlike FBX, it doesn't force other software to
link against a proprietary SDK to reliably import 3D scenes.
See this article for more information.
Download FBX2glTF
By downloading FBX2glTF, you accept the
Autodesk LICENSE AND SERVICES AGREEMENT for Autodesk FBX SDK 2020
as FBX2glTF includes this proprietary FBX SDK.
Upstream FBX2glTF is not maintained anymore, so the Godot Engine fork of FBX2glTF
must be used instead.
Here are download links for the latest version of Godot Engine's FBX2glTF fork:
The macOS x86_64 binary can be used with an ARM Godot editor binary. In this
case, macOS will automatically use Rosetta when running FBX2glTF. Creating an
universal macOS binary (x86_64 + ARM) for FBX2glTF is planned in the future.
There are no plans to support the Android and HTML5 editor with FBX import, as
those platforms don't allow executing arbitrary external programs.
For Android and HTML5, you can use FBX2glTF on another device then save the
converted glTF file.