Guidelines for 3D Model Creation and Uploading
Model Format:
Supported formats: GLB, GLTF, FBX, OBJ
Strongly recommend uploading in GLB format.
Supported upload format: ZIP
Strongly recommend that the GLB, GLTF, FBX, OBJ files be within 10MB, with 5MB being ideal.
Model Export and Conversion:
It is recommended to export FBX from modeling software (such as 3ds Max, Maya, Blender, Cinema 4D) and then convert it to GLB.
Alternatively, you can export GLB directly from the modeling software.
Unity can also be used to export GLB directly.
Model Creation:
Number of meshes per model ≤ 10; total for the entire scene ≤ 50. It is recommended to have ≤ 5 meshes per model and ≤ 10 for the entire scene.
Number of triangles per model ≤ 50,000; total for the entire scene ≤ 200,000. It is recommended to have ≤ 30,000 triangles per model and ≤ 60,000 for the entire scene.
Model, model nodes, and mesh names should only contain letters, numbers, underscores, or hyphens. Chinese characters, spaces, and special characters are not supported.
Ensure that all objects in the model have unique names.
Use quads for modeling; triangles can be used in special cases.
Polygon modeling is required.
The model’s scale parameter must not be zero or negative.
Place the model's pivot point at the geometric center or bottom center of the model, and then align it with the origin point.
No isolated vertices.
No overlapping vertices.
No duplicate faces or coplanar faces.
Set correct normals.
Remove all unused objects from the model (such as empty objects, hidden objects, and auxiliary objects).
Reset model transformations: Scale should be 1; Rotation should be 0; Position should be 0.
Avoid poles in the model whenever possible.
Ensure a reasonable topology, with neat and even edge loops.
To achieve better rendering results with assets containing transparent components, use separate meshes and materials for transparent and opaque parts.
Reset any transformation data, construction history, and modifier stacks to avoid export discrepancies.
It is recommended to keep the model’s size consistent with real-world objects.
UV Layout:
No noticeable texture stretching on the model.
UV seams should be hidden in less visible areas of the model.
No UV overlapping.
UV maps should be as flat as possible, making full use of the texture space.
Multiple UV sets are not currently supported.
Tiled textures are not currently supported.
Materials and Textures:
Number of materials per model ≤ 10; total for the entire scene ≤ 40. It is recommended to have ≤ 5 materials per model and ≤ 10 for the entire scene.
Number of textures per model ≤ 10; total for the entire scene ≤ 40. It is recommended to have ≤ 5 textures per model and ≤ 10 for the entire scene.
Material and texture names should only contain letters, numbers, underscores, or hyphens. Chinese characters, spaces, and special characters are not supported.
Ensure that material and texture names are unique.
Supported texture formats: PNG, JPG, JPEG.
Maximum texture size: 2048x2048. It is recommended that texture sizes be powers of two (e.g., 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048).
It is recommended to use image compression software to reduce texture sizes.
PBR materials are supported (including Metallic-Roughness and Specular-Glossiness workflows).
Unlit materials are supported.
Animation:
Number of animations per model ≤ 10; total for the entire scene ≤ 40. It is recommended to have ≤ 5 animations per model and ≤ 10 for the entire scene.
Number of bones per model ≤ 80; total for the entire scene ≤ 160. It is recommended to have ≤ 60 bones per model and ≤ 120 for the entire scene.
Number of blend shapes per model ≤ 50; total for the entire scene ≤ 100. It is recommended to have ≤ 30 blend shapes per model and ≤ 60 for the entire scene.
Bone, blend shape, and animation names should only contain letters, numbers, underscores, or hyphens. Chinese characters, spaces, and special characters are not supported.
Ensure that animation, blend shape, and bone names are unique.
Transform animations, skeletal animations, and blend shape animations are supported; vertex animations are not currently supported.
Blender 3.0+ has issues with exporting blend shape animations; it is recommended to use Blender 2.9.
The maximum number of bones influencing a vertex should be ≤ 4 (each vertex can be influenced by up to 4 bones when skinned).
The recommended animation frame rate is 30 FPS.
When creating animations, do not scale the model's mesh or bones to zero or negative values.
Do not name any bone "root".
The root bone should not carry animation. If there is an animation on the root bone, an empty parent bone should be added.
Lighting and Environment:
Supports directional light and ambient light.
Supports environment maps.
If your file upload fails, please check the guidelines below.
gITF and glb File Upload Guidelines:
1. Quantization is not supported.
Solution: Do not apply quantization compression when exporting glb or glTF files.
2. Meshopt compression is not supported.
Solution: Do not use meshopt compression when exporting glb or glTF files.
3. Draco compression is not supported.
Solution: Do not use Draco compression when exporting glb or glTF files.
4. Your file contains extensions that are not supported by Kivisense VTO.
a. Currently, we support the following extensions:KHR_lights_punctual
b. KHR_materials_unlit
c. KHR_texture_transform
d. KHR_materials_pbrSpecularGlossiness
5. There is an error with your file.
Cause: This may be due to a malfunction in the software you used to export the glTF or glb file, resulting in an incorrect file.
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