glTF 2.0
Meshless is built for glTF 2.0 assets. Use .glb whenever possible because it keeps geometry, materials, textures, and buffers in one portable file.
| Format | Extension | Support |
|---|---|---|
| glTF Binary | .glb | Recommended |
| glTF JSON | .gltf | Supported when dependencies are packaged correctly |
| OBJ / FBX / STL / USDZ | .obj, .fbx, .stl, .usdz | Convert to .glb first |
Supported glTF features
| Extension | Support |
|---|---|
KHR_materials_unlit | Supported |
KHR_texture_transform | Supported |
KHR_materials_clearcoat | Supported |
KHR_draco_mesh_compression | Decoded before encoding |
KHR_mesh_quantization | Supported |
EXT_meshopt_compression | Decoded before encoding |
KHR_lights_punctual | Supported up to 8 lights |
KHR_animation_pointer | Not used in the standard static orbit encode |
Textures
- Base color: PNG, JPEG, WebP, KTX2
- Normal maps: OpenGL convention
- Metallic roughness: Combined ORM texture
- Emissive: Tone-mapped to display range
Animations
The standard Meshless viewer is a secure 360-degree product orbit, so animation tracks are not rendered in the default encode. For animated or custom capture pipelines, use a Custom plan conversation.