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Convert glTF to STL locally, no uploads

gltftostl.com is a free, browser-based converter that turns glTF scenes into binary STL files entirely on your device. Drop a .glb or a .gltf with its .bin, and the tool decodes the scene in your tab—nothing is uploaded to a server.
glTF to STL without uploading your scene.
It flattens all mesh nodes into world space, expands instances, and drops materials, textures, and animations since STL only stores static triangles. A source-unit selector (mm, cm, m, in) handles glTF's metre convention so your print comes out at the right scale.
| Feature | Behaviour |
|---|---|
| Node transforms | Applied |
| Instances | Expanded |
| Materials/textures | Dropped |
| Animations | Dropped |
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Maker
glTF to STL Converter is a free, browser-based tool that turns glTF scenes into binary STL files entirely on your device. Drop a .glb, or a .gltf together with its .bin, and the scene is decoded in your tab and written as STL there — the asset never reaches a server. It's built for the moment you have a glTF asset and need a static triangle mesh for printing or downstream processing.
The scene is decoded and written inside your browser tab. Nothing is uploaded, so the asset stays on your machine throughout the process.
Every mesh node is baked into world space and merged into one triangle list. Instances are expanded, so each copy becomes its own set of triangles — meaning the STL can be larger than the source scene file.
A unit selector (mm, cm, m, in) multiplies coordinates to millimetres. Since glTF models are usually authored in metres, picking metres as the source unit keeps your print at the right scale.
A .gltf needs its .bin dropped alongside it. If the buffer is missing, the tool reports it rather than guessing or producing an empty mesh.
glTF to STL without uploading your scene.
That local-first promise is the core of the tool, and it's backed by clear expectations about what conversion actually means. Materials, textures, animations, and skinning are dropped because STL stores static triangles and nothing else — only the rest-pose geometry is written. The tool also warns that a flattened game asset often has open edges, so checking it with a mesh report before slicing is a sensible step.
You have a glTF or GLB asset you need as a static STL and you'd prefer not to upload it anywhere. It's a good fit if you understand that the output is geometry only — no materials, no animation — and you're prepared to verify scale and mesh integrity before printing. If you need textures preserved or a fully watertight result straight out of the box, this converter is a starting point rather than a finishing tool.
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