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
| Section | Contents |
|---|---|
| Scenes | Each scene and its root nodes |
| Meshes | Each mesh, expandable to its primitives, with each primitive's attributes, mode, index accessor, and bound material |
| Cameras | Each camera resource with its projection parameters |
| Lights | Each KHR_lights_punctual light with its type, colour, intensity, and cone angles |
| Skins | Each skin with its joints and inverse bind matrices |
| Animations | Each animation with its channels and samplers |
| Buffers & Accessors | Three 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
| Section | Contents |
|---|---|
| Scene & File | Document properties, axis and unit system, and file-level settings |
| Geometry | Each geometry with its control point, polygon, and polygon vertex counts, its layers, and its elements |
| Cameras | Camera objects and their settings |
| Lights | Light objects, including area and volume lights, badged with their FBX type |
| Animation | Takes, stacks, layers, and curve nodes |
| Rigging & Deformation | Skins, clusters, blend shapes, and poses |
| Organization & Relationships | Object connections and the scene's structural relationships |
| Specialized Data | Data the FBX SDK exposes that has no place in the sections above |
| Advanced FBX Objects | Remaining SDK object types |
OBJ
| Section | Contents |
|---|---|
| Mesh | The file's meshes |
| Objects | Each o declaration and the geometry it covers |
| Groups | Each g declaration |
| Vertex Data | The v, vn, and vt arrays |
| Smoothing Groups | Each s declaration |
| Faces | The face elements |
| Lines & Points | The line and point elements, when the file declares any |
USD
| Section | Contents |
|---|---|
| Geometry | Each imageable gprim with its topology, primvars, extent, and purpose |
| Geom Subsets | Each GeomSubset, its family, and the elements it covers |
| Instancing | Prototypes, point instancers, and native instances, with their placement counts |
| Cameras | Each UsdGeomCamera with its focal length, aperture, and clipping range |
| Lights | Each UsdLux light, badged with its USD type |
| Skeletons | UsdSkel skeletons, their joints, and their bindings |
| Animation | The stage's time samples and animated attributes |
| Variant Sets | Every variant set on the stage, with the prim that carries it |
| Spatial Audio | UsdMediaSpatialAudio 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.