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BVH to GLB Converter

FreeNo uploadNo watermarkBatch support
BVH GLB
100% private — files never leave your device

GLB is what three.js, model-viewer, Unity and AR quick-look consume — the best choice for showing models on websites. If your files are still in BVH format, this page is the shortcut: BVH is the motion-capture skeleton format: a text hierarchy of joints with rotation channels and per-frame keyframes. It carries no mesh — only the skeleton and its animation.

This converter runs entirely in your browser using WebAssembly — your files never leave your device, nothing is uploaded, and there are no watermarks, sign-ups or queues. Drop in several files at once to convert them as a batch.

How BVH compares to GLB

BVH GLB
Structure HIERARCHY + MOTION text blocks Scene graph + mesh + animation
Compatibility Blender, Mixamo, three.js BVHLoader Web/AR/game engines native
Best for Motion capture exchange Web, AR and full 3D scenes

How to convert BVH to GLB

  1. 1

    Select your files

    Drag & drop your BVH files onto the area above, or click to browse. You can add multiple files at once for batch conversion.

  2. 2

    Convert instantly

    Click "Convert to GLB". The conversion runs entirely inside your browser using WebAssembly — no upload, no queue, no waiting.

  3. 3

    Download results

    Download each converted GLB file individually, or grab everything at once as a ZIP archive.

About the BVH format

BVH (Biovision Hierarchy) is motion capture in plain text: a joint hierarchy with rotation channels, followed by a MOTION block of per-frame values. It carries no mesh — which is exactly why it converts cleanly into glTF skeletons and animations.

The converted glTF carries the bone hierarchy and the animation clip, so a mocap take drops straight into three.js, Unity or Blender and can be retargeted onto any character.

+ Strengths

  • ✓Human-readable mocap standard
  • ✓Clean glTF skeleton mapping
  • ✓Decades of free mocap libraries

! Limitations

  • −No mesh — needs retargeting to a body
  • −Euler rotation gimbal quirks
  • −Scale conventions vary per studio

About the GLB format

GLB is the binary form of glTF 2.0 — the format the Khronos Group designed as “JPEG of 3D”. One self-contained file carries geometry, a full scene hierarchy, PBR materials with textures, skeletal animation and morph targets. It is the native asset format of three.js, Unity, Unreal, Blender and WebXR.

Converting to GLB is usually the upgrade path from OBJ/STL: materials become physically based and embedded, and scenes become portable in a single file. One honest caveat: Draco-compressed GLBs save space but many loaders need explicit decoder setup — plain GLB plays everywhere unconditionally.

+ Strengths

  • ✓PBR materials, hierarchy and animation in one file
  • ✓The web/AR standard — loads natively in three.js
  • ✓Compact binary with texture embedding

! Limitations

  • −Mesh-only: no CAD solids or NURBS
  • −Older niche tools may not know glTF

Why convert BVH to GLB?

Think of it as moving your file to the container that fits the job. No mesh — needs retargeting to a body GLB works differently: PBR materials, hierarchy and animation in one file If any of that sounds like your task, run the conversion — it takes seconds and nothing leaves your device.

Frequently asked questions

Is this BVH to GLB converter really free?

Yes — completely free, with no sign-up, no watermark and no daily conversion limits. The site is supported by advertising.

Are my files uploaded to a server?

No. The conversion runs entirely inside your browser using WebAssembly, so your files never leave your device — that is what makes it instant and private.

Does it work on Windows, Mac, iPhone and Android?

Yes. Anything with a modern browser works: Windows, macOS, Linux, Android and iOS. No software installation is required.

Will my model look the same as a GLB?

Geometry, hierarchy and standard materials convert faithfully. Note that Draco-compressed GLB files and exotic extensions are not supported — export those as plain GLB from your original tool first.

Will my GLB model keep its colors and textures?

Only if GLB can store them. Geometry converts faithfully; appearance data survives only when the target format has a place to put it. For full materials, GLB is usually the right target.

How large can the BVH file be?

Everything runs on your device, so memory is the only ceiling. Dense meshes with millions of triangles convert fine on a desktop computer, just over a slightly longer coffee break.

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