New Empty glTF#
Clears the current glTF and loads an empty glTF.
New Sample glTF#
Clears the current glTF and loads the sample glTF.
Opens a .glTF or .glb file.
Opens recent .glTF or .glb file.
Merges another glTF into the current glTF file for reusing the assets.
Saves the current file.
Saves the current file and allows to choose between storing the file as .glTF or .glb.
Save Minified as…#
Saves glTF without any unnecessary white spaces, in the shortest description possible.
Imports .jpg or .png files.
Imports .jpg or .png files.
Imports material files contained in the selected folder.
Import 3D Model…#
The 3D file formats 3ds, dxf, obj, ply, fbx, stl x3d and glTF 1.0 are supported.
Exports the current glTF as USDZ file.
Shows the glTF asset’s properties. Copyright can be altered.
Does quit Gestaltor. If a glTF is modified, the user is asked before termination.
Rolls back the previous action.
Recreates the last action.
Copies the selected object to the clipboard.
Inserts the copied object from the clipboard.
Copies the selected object to the clipboard and removes it from its position.
A copy of the selected object will appear immediately.
The selected object and its references will be erased.
An empty scene will be added in the Content.
An empty node will be added in the Content.
A camera will be added in the Content.
A light will be added in the Content.
Adds a primitive’s geometry to the scene; it will be added in the Content.
A material will be added in the Content.
A material variant will be added in the Content.
A texture will be added in the Content.
A sampler will be added in the Content.
Animations like rotation and translation can be created and applied on a selected target with duration, offset and bounce options.
Add Camera from View#
Adds a camera to the scene, this camera has the same prospective of the user’s camera.
The viewport will be set to edit mode to be able to modify the asset.
The viewport will be set to render mode to view the asset. Once selected, the user can also select a camera.
Set the viewport manipulator’s mode to be able to select the choosen object.
Set the viewport manipulator’s mode to be able to move the choosen object.
Set the viewport manipulator’s mode to be able to rotate the choosen object.
Set the viewport manipulator’s mode to be able to scale the choosen object.
Toggle world space.
Toggle local space.
Toggle to show Viewport’s grid.
Show Bounding Boxes#
Toggle to show bounding boxes.
Show Skins and Bones#
Toggle to show skins and bones.
Visualization Mode refers to the look of present objects in the viewport. There are several modes to choose from.
Focus Selected Node#
Set focus on the selected node.
Animation player options to play, pause, stop, end and reset it.
Can be set to perspective or orthographic.
Can be set to: top, bottom, right, left, front or back.
Can be customised in size and orientation. (The default one is 1974x876 Landscape.)
A Capture of the Viewport will be saved as a .png or .jpeg file.
KHR_draco_mesh_compression: Applies the draco mesh compression to all meshes in the glTF.
Resolve All Instances#
Sparse Accessors, KHR_mesh_quantization, KHR_draco_mesh_compression: Resolves all binary data that is stored in special formats (sparse data, quantized data or compressed data).
Removes the selected extension from the glTF asset.
Removes the selected property from the workspace. Remove extras removes all the extra properties, Remove name renames every entity with the default name, Remove animation deletes all the animations from the content.
Removes all unused images, textures, samplers, nodes, etc. from the glTF.
Cleanup by Type#
Removes all the empty nodes or the texture coordinate attributes.
Store All As#
Images as > Binary Buffer / File / Embedded: Specify how all images in this glTF should be stored.
Accessors as > File / Embedded: Specify how all accessors in this glTF should be stored.
TRS as > TRS Components / Matrix: Specify whether all translation rotation scale (TRS) values should be stored as individual components or as a combined matrix.
by Eliminating Triangles (destructive): by Eliminating Triangles (destructive)
by Clustering Similar Vertices: Replaces vertices that are positioned close together with one vertex in all meshes, reducing the overall vertex count.
Converts the Specular Glossiness extension to the Metallic Roughness extension.
Toggle to show or hide all the possible Widgets. By default or on Reset Layout are shown: Inspector, Hierarchy, Viewport, Content, Logger and Viewport Settings; in addition also Statistics can be displayed. Enter/Exit Full Screen option is also available.