| Format | Best For | Avoid For |
|---|---|---|
| FBX | Animation, skeletons, scene export | Web, open-source pipelines |
| GLTF/GLB | Web, real-time, PBR materials | Complex rigging (limited) |
| OBJ | Static meshes, quick exchange | Animation, materials |
| USDZ | AR/VR, Apple ecosystem | Game engines (limited support) |
| Setting | Recommended |
|---|---|
| Scale Factor | 1 (or 100 for cm→m conversion) |
| Mesh Compression | Off for skinned meshes |
| Read/Write Enabled | Only if modifying mesh at runtime |
| Animation Type | Humanoid (for Mecanim), Generic (for non-human) |
| Avatar Definition | Create From This Model |
| Setting | Recommended |
|---|---|
| Import Uniform Scale | 1.0 |
| Import Materials | On (creates material instances) |
| Import Textures | On (extracts embedded textures) |
| Skeleton | Select existing if reusing rig |
| Animation Length | Exported Time or Animated Time |
1.0 and Apply Scalings: FBX Units Scale.!Experimental: Apply Transform on export.| Setting | Value |
|---|---|
| Scale | 1.00 |
| Apply Scalings | FBX Units Scale |
| Forward | -Z Forward |
| Up | Y Up |
| Apply Transform | On (experimental) |
| Bake Animation | On |
| NLA Strips / All Actions | All Actions |
.gltf — JSON + separate .bin (geometry) and textures. Human-readable, easier to edit manually..glb — Single binary file, all assets embedded. Preferred for distribution and web.KHR_materials_transmission (glass), KHR_materials_sheen (fabric), KHR_materials_clearcoat.| Setting | Value |
|---|---|
| Format | glTF Binary (.glb) for single file |
| UVs, Normals, Tangents | On |
| Vertex Colors | As needed |
| Materials | Export (PBR metallic-roughness) |
| Compression | On (Draco for geometry) |
| Animation | On (if animated) |
.mtl file..usdc preferred).usdzconvert or Reality Converter to package textures into .usdz.usdzcheck tool.| Feature | FBX | GLTF | OBJ | USDZ |
|---|---|---|---|---|
| Static mesh | Yes | Yes | Yes | Yes |
| Skeletons | Yes | Yes | No | Limited |
| Animation | Yes | Yes | No | Limited |
| PBR materials | Limited | Full | No | Full |
| Blend shapes | Yes | Yes | No | Yes |
| Binary embedded | FBX binary | GLB | No | Yes |
| Open standard | No | Yes | Yes | Yes |
| Web support | No | Yes | No | Safari only |
| File size | Medium | Small (w/ Draco) | Large | Medium |
| Source | Unit | Convert to Meters |
|---|---|---|
| Blender (default) | 1 BU = 1 m | × 1 |
| Maya (default) | 1 unit = 1 cm | × 0.01 |
| 3ds Max (default) | 1 unit = 1 inch | × 0.0254 |
| ZBrush export | Varies (set on export) | Check export scale |
| CAD (STEP/IGES) | Usually 1 mm | × 0.001 |
| Symptom | Likely Cause | Fix |
|---|---|---|
| Model is 100× too large | cm→m mismatch | Set import scale to 0.01 |
| Animations slide/skate | Root motion baked wrong | Re-export with Bake Animation + correct units |
| Skeleton collapsed | Hierarchy scale != 1 | Apply scale to armature before export |
| Normal map inverted | Axis handedness mismatch | Flip green channel in normal map |
| Goal | Choose |
|---|---|
| Animated character to Unity/Unreal | FBX |
| Static prop to web viewer | GLB |
| Quick blockout between tools | OBJ |
| iOS AR demo | USDZ |
| Open-source game asset | GLTF |
| Skeletal mesh to Godot | GLTF (recommended over FBX) |