Take a GLB or glTF straight into the modelling tools that never really got glTF support. We walk the whole scene graph, apply every node transform, and hand you one clean OBJ mesh.
GLB is a scene format, not a model format. A single file usually holds several mesh nodes, each parented under its own transform — that is how AI generators, Sketchfab downloads and AR pipelines all ship geometry. OBJ has no concept of a node hierarchy, so a converter that just dumps the first mesh it finds gives you one piece of the model, floating at the wrong origin.
We walk every node, apply the accumulated transform matrix to its vertices, and merge the result into a single watertight-as-possible mesh. What you open in Blender sits where it should, at the scale it should, in one piece.
Geometry converts. Vertices, faces and normals come across intact.
Materials and animation do not. glTF stores PBR material parameters (metalness, roughness, emissive) and can embed textures and skeletal animation; OBJ's material model predates all of that. If you need the textures, keep the original GLB alongside and re-apply them in your DCC tool — the UVs are preserved where the source had them.
Need a printable file instead of an editable one? Use GLB to STL — same scene handling, STL output.
Every converter runs the same geometry engine — see all 20 conversions.