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Importing & Assets

Importing 3D models

Bring in GLB, glTF, and OBJ models, with Draco and meshopt compression supported out of the box.

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3dCMS imports standard 3D model formats so you can drop in furniture, characters, props, scanned objects: anything you've made or downloaded.

How to import

  • File ▸ Import a GLB/GLTF model: it's uploaded to your Asset Library and referenced by URL, which keeps your scene file small and lets repeated copies render efficiently.
  • Or click any model in the Asset Library to place it.

However it arrives, the library measures what's inside it (triangles and the real size of its textures, which is what scene weight charges) and builds a shrunk copy for phones.

Supported formats

FormatNotes
GLB / glTFThe recommended format. Draco and meshopt compression both work: the decoders are bundled, so compressed models load without any extra setup.
OBJSupported (with its MTL materials). Unlike a GLB, an OBJ import has no library leg (the mesh and its MTL textures are written into the scene file itself), so the files you pick are measured together against the same 36 MB ceiling, and an over-size set is refused before anything is parsed rather than stalling the tab.
What gets refused, and why Three kinds of file are turned away at upload with directions, rather than accepted and then failing to render later:
  • Text .gltf: a .gltf keeps its geometry and textures in sibling files that don't come with it, so what arrives is a manifest pointing at nothing. Re-export as a single binary .glb and everything rides inside.
  • KTX2 / Basis textures: the viewer can't decode them, so the model would upload cleanly and then render untextured everywhere. Re-export with standard PNG/JPEG textures.
  • Models pointing at absolute URLs for their buffers or images: those would make every one of your visitors fetch a file from a third-party server. Bring the textures inside the GLB.
An over-size model is also checked before the upload starts, so you get told in a second rather than after a long wait. And imported meshes can't be poly-edited: you can move, scale, recolor (via Tint), and decimate them, but not edit their vertices.
No model? Generate one. If you don't have a model handy, the AI Assistant can generate a textured 3D model from a text prompt and place it for you.
Spotted something off, or want a topic covered? Email hello@3dcms.info.