Tags: fbx, gltf, obj, usdz, import, export, scaling, game-dev Last updated: 2026-06-27

Asset Import / Export Formats Cheatsheet

Quick Reference

FormatBest ForAvoid For
FBXAnimation, skeletons, scene exportWeb, open-source pipelines
GLTF/GLBWeb, real-time, PBR materialsComplex rigging (limited)
OBJStatic meshes, quick exchangeAnimation, materials
USDZAR/VR, Apple ecosystemGame engines (limited support)

FBX (.fbx)

When to Use

Import Settings (Unity)

SettingRecommended
Scale Factor1 (or 100 for cm→m conversion)
Mesh CompressionOff for skinned meshes
Read/Write EnabledOnly if modifying mesh at runtime
Animation TypeHumanoid (for Mecanim), Generic (for non-human)
Avatar DefinitionCreate From This Model

Import Settings (Unreal)

SettingRecommended
Import Uniform Scale1.0
Import MaterialsOn (creates material instances)
Import TexturesOn (extracts embedded textures)
SkeletonSelect existing if reusing rig
Animation LengthExported Time or Animated Time

Common Pitfalls

FBX Export (Blender)

SettingValue
Scale1.00
Apply ScalingsFBX Units Scale
Forward-Z Forward
UpY Up
Apply TransformOn (experimental)
Bake AnimationOn
NLA Strips / All ActionsAll Actions

GLTF / GLB (.gltf / .glb)

When to Use

GLTF vs GLB

Material Model

Export Settings (Blender)

SettingValue
FormatglTF Binary (.glb) for single file
UVs, Normals, TangentsOn
Vertex ColorsAs needed
MaterialsExport (PBR metallic-roughness)
CompressionOn (Draco for geometry)
AnimationOn (if animated)

OBJ (.obj + .mtl)

When to Use

Limitations

OBJ Scaling

USDZ (.usdz)

When to Use

When NOT to Use

Workflow

  1. Export model as USD from Blender (.usdc preferred).
  2. Use Apple’s usdzconvert or Reality Converter to package textures into .usdz.
  3. Validate with usdzcheck tool.

Format Comparison Table

FeatureFBXGLTFOBJUSDZ
Static meshYesYesYesYes
SkeletonsYesYesNoLimited
AnimationYesYesNoLimited
PBR materialsLimitedFullNoFull
Blend shapesYesYesNoYes
Binary embeddedFBX binaryGLBNoYes
Open standardNoYesYesYes
Web supportNoYesNoSafari only
File sizeMediumSmall (w/ Draco)LargeMedium

Scaling Reference

SourceUnitConvert 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 exportVaries (set on export)Check export scale
CAD (STEP/IGES)Usually 1 mm× 0.001

Scaling Pitfalls

SymptomLikely CauseFix
Model is 100× too largecm→m mismatchSet import scale to 0.01
Animations slide/skateRoot motion baked wrongRe-export with Bake Animation + correct units
Skeleton collapsedHierarchy scale != 1Apply scale to armature before export
Normal map invertedAxis handedness mismatchFlip green channel in normal map

Pipeline Quick Choice

GoalChoose
Animated character to Unity/UnrealFBX
Static prop to web viewerGLB
Quick blockout between toolsOBJ
iOS AR demoUSDZ
Open-source game assetGLTF
Skeletal mesh to GodotGLTF (recommended over FBX)