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Inspecting

The Resources tab

The Resources tab lists a file's own resource arrays, named the way the format names them, so what appears depends on what was opened. The tab is available for every supported format.

glTF and GLB

SectionContents
ScenesEach scene and its root nodes
MeshesEach mesh, expandable to its primitives, with each primitive's attributes, mode, index accessor, and bound material
CamerasEach camera resource with its projection parameters
LightsEach KHR_lights_punctual light with its type, colour, intensity, and cone angles
SkinsEach skin with its joints and inverse bind matrices
AnimationsEach animation with its channels and samplers
Buffers & AccessorsThree groups, being Accessors, Buffer Views, and Buffers, listing the file's binary layout

A primitive row offers Generate Texcoords when the primitive has no texture coordinates, which computes a UV unwrap for it. See Geometry operations.

FBX

SectionContents
Scene & FileDocument properties, axis and unit system, and file-level settings
GeometryEach geometry with its control point, polygon, and polygon vertex counts, its layers, and its elements
CamerasCamera objects and their settings
LightsLight objects, including area and volume lights, badged with their FBX type
AnimationTakes, stacks, layers, and curve nodes
Rigging & DeformationSkins, clusters, blend shapes, and poses
Organization & RelationshipsObject connections and the scene's structural relationships
Specialized DataData the FBX SDK exposes that has no place in the sections above
Advanced FBX ObjectsRemaining SDK object types

OBJ

SectionContents
MeshThe file's meshes
ObjectsEach o declaration and the geometry it covers
GroupsEach g declaration
Vertex DataThe v, vn, and vt arrays
Smoothing GroupsEach s declaration
FacesThe face elements
Lines & PointsThe line and point elements, when the file declares any

USD

SectionContents
GeometryEach imageable gprim with its topology, primvars, extent, and purpose
Geom SubsetsEach GeomSubset, its family, and the elements it covers
InstancingPrototypes, point instancers, and native instances, with their placement counts
CamerasEach UsdGeomCamera with its focal length, aperture, and clipping range
LightsEach UsdLux light, badged with its USD type
SkeletonsUsdSkel skeletons, their joints, and their bindings
AnimationThe stage's time samples and animated attributes
Variant SetsEvery variant set on the stage, with the prim that carries it
Spatial AudioUsdMediaSpatialAudio prims and their audio assets. See Spatial audio

STL and PLY

These formats have a single surface, so the tab has one Mesh section describing it: encoding, topology, vertex and triangle counts, and the model's dimensions. An STL adds a facet normals row, and a PLY that declares more than one element lists each of them separately.