Convert SLDASM to GLB

Free, in your browser, with nothing uploaded. Drop your .sldasm file in and take the .glb away.

Drop your SLDASM file here

.sldasm in, .glb out

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Nothing is uploaded No account, no email No file size limit

How to convert SLDASM to GLB

  1. 01

    Add your .sldasm file

    Drag your SolidWorks Assembly file onto the drop zone, or click it to browse. Nothing is uploaded: it is read where it already sits.

  2. 02

    Check the preview

    The model is parsed on your machine and drawn in the viewport, so a wrong axis or a missing texture shows up before you commit rather than downstream.

  3. 03

    Save the .glb file

    Press convert. The glTF 2.0 (Binary) file is written in the tab and lands in your downloads folder. No link, no expiry, no account.

What carries over, and what does not

A format conversion is a translation, and translations lose things. Here is what actually happens when an SLDASM file becomes a GLB file.

DataSLDASMGLBSurvives
GeometryYesYesYes
Materials & colourNoYesn/a
Texture mapsNoYesn/a
Animation & rigsNoYesn/a
Scene hierarchyYesYesYes

This is a comparatively lossless pairing: 2 of the five categories above are supported by both formats, so most of what is in your SLDASM file has somewhere to go in the GLB file.

About SolidWorks Assembly

An assembly references part files and places them, and caches the tessellation of the components it has drawn in its own container, already positioned. That cache is what we read, so an assembly comes out as one mesh per face with every component where the assembly put it. What it cannot give you is a component the assembly has never drawn: a part suppressed, or one whose file was missing when the assembly was last saved, leaves nothing behind to read. STEP AP214 exported from SolidWorks carries every component and its exact surfaces, and converts here too.

Commonly seen in: SolidWorks. More on the SLDASM format page.

About glTF 2.0 (Binary)

GLB is glTF 2.0 packed into a single binary container: the JSON scene description, the vertex buffers and every texture in one file with nothing to lose in transit. It is the format to reach for when you are handing a model to somebody else, embedding it on a web page, or pushing it into a game engine. If you are not sure what to convert to, convert to GLB.

Commonly seen in: three.js, Babylon.js, Godot, Unreal Engine, Windows 3D Viewer, Facebook 3D posts. More on the GLB format page.

How the conversion works

When you drop a file in, the bytes are handed to a parser compiled to run in your browser. The SLDASM data is decoded into an in-memory scene graph of meshes, materials and transforms, which is what the preview is drawing. Pressing convert walks that scene graph back out through a GLB writer and hands you the resulting bytes as a download.

The whole round trip is local. The page itself is static: it is delivered once and then does its work offline. That is why the privacy claim is checkable rather than a promise.

SLDASM to GLB: common questions

Is my SLDASM file uploaded anywhere?

No. The file is read by code running inside this browser tab and never crosses the network. You can prove it by disconnecting from the internet before you convert, the page keeps working, or by watching the Network tab in your browser's developer tools while you drop a file in.

How large an SLDASM file can I convert?

There is no server-side limit because there is no server. The practical ceiling is your own machine's memory: a browser tab can usually handle models up to a few hundred megabytes. Very dense scans or scenes with millions of triangles will take a few seconds and a lot of RAM.

Why does my converted GLB file look untextured?

GLB does support textures, but the images have to be available to embed. If your SLDASM file references texture images that live next to it on disk, drag those images into the drop zone along with the model and they will be picked up.

Does it cost anything?

No. There is no fee, no account, no watermark and no per-file limit. Since the conversion runs on your hardware rather than ours, serving this page costs about as much as serving a blog post.

Does it work on a Mac, on Windows or on a phone?

All of them. There is nothing to install: any browser with WebGL 2 will do, which covers current Chrome, Edge, Firefox and Safari on desktop, and Safari and Chrome on mobile. A phone has less memory than a laptop, so a very heavy scene may be the one thing it cannot finish.

Related conversions

Other things to do with the same file.

From SLDASM:

Other ways to get to GLB:

Or do something else with it:

Further reading

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