SolidlyDocs
Files

Supported formats

Solidly opens ten file extensions across seven formats:

.gltf .glb .fbx .obj .stl .ply .usd .usda .usdc .usdz

Every one of them can be viewed, inspected, rendered, and captured. What differs is how much of the file Solidly can describe, which parts of it can be changed, and whether the result can be written back.

glTF and GLB

glTF is the format Solidly supports most completely.

Inspection reaches the whole document, down to accessors, buffer views, and buffers. Editing covers the scene graph, node transforms, materials, texture bindings, material variants, and asset metadata. glTF is also the only format Solidly compresses; see Compressing glTF.

The following extensions are fully supported:

AreaExtensions
MaterialsKHR_materials_clearcoat, KHR_materials_sheen, KHR_materials_transmission, KHR_materials_volume, KHR_materials_ior, KHR_materials_specular, KHR_materials_iridescence, KHR_materials_anisotropy, KHR_materials_diffuse_transmission, KHR_materials_dispersion, KHR_materials_emissive_strength, KHR_materials_unlit, KHR_materials_pbrSpecularGlossiness
TexturesKHR_texture_transform, KHR_texture_basisu, EXT_texture_webp
GeometryKHR_draco_mesh_compression, EXT_meshopt_compression, KHR_mesh_quantization, EXT_mesh_gpu_instancing
SceneKHR_lights_punctual, KHR_materials_variants, KHR_node_visibility, KHR_animation_pointer
MetadataKHR_xmp_json_ld

An extension outside this list is reported in the Info tab with a warning symbol and is preserved through saves.

FBX

Solidly loads the node hierarchy, geometry, materials, textures whether embedded or beside the file, cameras, lights, animation takes, and both document and per-node metadata.

Editing covers node transforms, renames, deletion, duplication, reordering, material properties and texture bindings, and node metadata. Nodes, lights, and cameras can be added.

Saving re-imports the original document, applies the edits to it, and exports the same scene graph, so parts of the file Solidly does not model are carried through untouched.

Solidly normalizes an FBX scene to Y-up and centimetres when it loads. A save that carries node edits re-applies that normalization, so the written file declares the normalized axis and units. A material-only save leaves the authored axis and units alone.

OBJ

An OBJ file is read together with its .mtl and the images that file refers to. Solidly reports the objects and groups the file declares, its face, line, and point elements, its vertex data, and its smoothing groups. OBJ has no structured metadata container so authored comments are treated as the file's metadata.

Every OBJ material is loaded double-sided, which matches how the format is used in practice.

Editing covers material properties and texture bindings, node metadata, and mesh-level operations. OBJ hierarchy rows are flat geometry partitions rather than a scene graph: they can be renamed, duplicated, and deleted, a transform set on one is baked into its vertex data when the file is written, and deleting a row removes that partition.

STL and PLY

Both formats store one surface and no scene graph, so the Node and Materials tabs are not populated. Solidly reads ASCII and binary forms of both. PLY vertex colours, normals, and texture coordinates are read under the usual property spellings, and an STL file's ASCII solid name or readable binary header is reported as metadata.

The one editable property is orientation. The Info tab offers Auto Orient, which examines the surface and rotates it upright. Saving writes the same format back with that rotation applied to the geometry.

USD

Viewing a stage allows changing what is composed: selecting variants, loading and unloading payloads, filtering display purposes, and setting subdivision complexity. Those changes are authored on an in-memory session layer, so they change what you are looking at without modifying the asset. Nothing writes back to a USD file. USD covers the format in full.

MaterialX

Solidly does not open .mtlx documents, and a .mtlx file referenced by a USD layer is not listed in the Models list.

MaterialX is supported and still shades the model wherever a USD stage authors it. A stage whose materials carry a MaterialX surface output is drawn through that output, and the Render tab's Render Context control switches between it and the UsdPreviewSurface approximation. See Visualizers.

Writing files back

Save and Save As are available for glTF, GLB, FBX, OBJ, STL, and PLY, and each format offers its own set of output options. See Saving and exporting.