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Model VistaModel Vista Create Web Documentation

Import GLB or FBX

Create works with one .glb, GLB+ saved with a .glb extension, or .fbx at a time. Loose .gltf collections and external buffer/image URLs are not accepted.

  1. Select Import GLB / FBX, or drop the file onto the workspace.
  2. Choose one self-contained GLB.
  3. Wait for loading and inspect the hierarchy and appearance.
  4. Use Fit model if you need to see the complete model.

Existing GLB+ State data is retained. Plain GLBs receive a stable authoring root and unique hierarchy/material names. Draco-compressed GLB geometry is supported. Files declaring a newer configurable schema than versions 1 or 2 are rejected.

  1. Choose an FBX with Import GLB / FBX.
  2. In Import FBX, choose Add texture files if the model uses separate images.
  3. Select any required PNG, JPEG, WebP, BMP, or TGA files.
  4. Select Import FBX and inspect Import notes.
  5. Check scale, orientation, transparency, and animation clips before authoring.

You can also drop an FBX together with its texture files. Texture matching uses case-insensitive filenames; duplicate image names are rejected. Embedded textures do not need separate selection. Remote texture references are not fetched.

FBX is converted locally into a self-contained GLB. Legacy files use bundled ufbx WebAssembly automatically; no conversion server or Blender installation is required. Units are normalized to metres, but verify orientation and scale in the viewport.

Material conversion approximates PBR appearance. Missing textures, unsupported shader maps, blend shapes, layered/procedural textures, and skinning approximations can appear in Import notes. Selecting extra images does not create texture assignments where the FBX has no active connection. Notes are retained with the browser draft and shown again at export.