DevXR StudioDocumentation

Import and formats

Import a 3D model into DevXR Studio

GLB is the canonical web format. An accepted FBX remains a private source converted before the viewer loads a validated GLB.

Choose GLB or FBX

Choose GLB for the shortest path to the web. Use FBX when your tool or pipeline produces that source: an isolated worker converts it and the GLB result enters the existing validation pipeline.

The viewer never serves the original FBX or a file still in quarantine.

  • GLB: recommended self-contained binary file.
  • FBX: private conversion source, never the delivered file.
  • Working .blend, .ma, .mb, DWG, OBJ and ZIP files are not direct Studio imports.

Prepare the file

Keep only meshes, materials, textures and clips required for delivery. Check scale, origin and orientation in the source tool.

  • Stay within the currently displayed 100 MB limit.
  • Avoid external dependencies and local paths.
  • Simplify or bake proprietary shaders that do not translate to web materials.
  • Keep your production original outside DevXR.

Understand processing

Import moves through controlled states: upload, quarantine, validation, processing, ready or failed. Structural GLB inspection runs inside an interruptible boundary; this is not a universal duration guarantee for every processing phase or machine.

  1. Private upload

    The source enters a non-public area.

  2. Validation

    DevXR checks GLB structure, limits and prohibited external resources, among other controls.

  3. Processing

    The pipeline prepares the viewer version while retaining the validated original according to policy.

  4. Human review

    You inspect the visual result before explicit publication.

When the result differs

Check units, axes, embedded textures, normals, armature and clips in the exported file first. A complete Blender or Maya render cannot always be reproduced by the glTF material model in a browser.

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