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Features

Supported File Types

Gestaltor supports saving both glTF and glb files. Additionally a wide range of 3D file types can be opened with Gestaltor or imported as a new scene to the currently open glTF file.

File TypeDescriptionOpenSave
.gltfglTF file✔️✔️
.glbBinary glTF file✔️✔️
.usdzUSDZ file for Apple AR Quick Look✔️
.blendBlender file✔️
.3ds3D Studio Max file✔️
.dxfAutoCAD file✔️
.fbxAutodesk file✔️
.objWavefront file✔️
.plyPolygon file✔️
.stlStereolithography file✔️
.x3dX3D file✔️
warning

Importing files from other formats is currently a lot slower than just opening them, therefore it is generally advised to open other file types directly from the File -> Open menu.

tip

Keep in mind, that conversion of 3D data is usually lossy and can lead to unexpected results. If the import is not working, try to use a native exporter to glTF from the original software.

The binary data in glTF files (buffer and images) can be stored in different ways:

Storage TypeDescription
EmbeddedThe binary data is stored as base64 encoded string in the JSON file. This leads to larger file sizes but is easier to handle in some cases.
External .binThe binary data is stored in a separate file. This leads to smaller file sizes but requires additional files to be handled.
Binary GLBThe binary data is stored in a single binary file. This is the most compact way to store the data and generally the recommended way.
danger

Embedded files are not always handled correctly by other viewers and should be avoided due to their overhead in file size and performance.

Useful Operations

Cleanup

The cleanup operation allows you to remove unused resources from the glTF file. This can be useful to reduce the file size of the glTF file. The cleanup operation can be accessed via the menu Automation -> Cleanup All.

Export USDZ

Convert a glTF file to the USDZ that is compatible with Apple's AR Quick Look. The operation can be accessed via the menu File -> Export USDZ.

Rearrange Nodes

You can easily rearrange the nodes in the scene graph by dragging and dropping them in the hierarchy view.

This also includes moving attached properties like meshes or materials from one node to another, e.g. when cleaning up a scene with deep nesting.

Material Editing

The material inspector allows you to add glTF specific PBR material extensions to the material that might not have been supported by the exporter but should be present in the final model.

There are functions to create thickness maps for the KHR_materials_volume extension, as well as to add clearcoat, transmission, and sheen to the material.

Supported Extensions

KHR_draco_mesh_compression

KHR_lights_punctual

KHR_materials_clearcoat

KHR_materials_emissive_strength

KHR_materials_ior

KHR_materials_iridescence

KHR_materials_sheen

KHR_materials_specular

KHR_materials_transmission

KHR_materials_unlit

KHR_materials_variants

KHR_materials_volume

KHR_mesh_quantization

KHR_texture_basisu

KHR_texture_transform

KHR_xmp_json_ld