Assets are externally generated 3D shapes and models. These can be opened by Spatial Integration, placed in the scene, transparency adjusted and respect clip objects.
The difference is that with a 3D shape you are mostly interested in the geometry and spatial location, for example a resource shell or isosurface, while a model is a self contained object often used for decoration, such as a tree or house.
Supported Formats
The Spatial Integration 3D asset library supports the following formats. Not all have been tested, so please get back to us if you have problems opening your files.
| Format Code | Format Name / Description |
|---|---|
| 3D | Unreal Engine 3D |
| 3DS | 3D Studio Mesh |
| 3MF | 3D Manufacturing Format |
| AC | AC3D |
| AC3D | AC3D |
| ACC | ITK-SNAP |
| AMJ | Acclaim Motion Capture |
| ASE | 3D Studio Max ASCII |
| ASK | Amiga ASK |
| B3D | Blitz3D |
| BVH | Biovision Hierarchy |
| CSM | Character Studio Marker |
| COB | Caligari Object |
| DAE | Collada |
| DXF | AutoCAD DXF |
| ENFF | Neutral File Format |
| FBX | Filmbox |
| glTF 1.0 / GLB | GL Transmission Format 1.0 |
| glTF 2.0 | GL Transmission Format 2.0* |
| HMB | Homebrew 3D |
| IFC-STEP | Industry Foundation Classes |
| IQM | Inter-Quake Model |
| IRR / IRRMESH | Irrlicht Engine |
| LWO | LightWave 3D |
| LWS | LightWave Scene |
| LXO | Luxology Modo |
| M3D | Model3D |
| MD2 | Quake II Model |
| MD3 | Quake III Model |
| MD5 | Doom 3 |
| MDC | Return to Castle Wolfenstein |
| MDL | Quake Model |
| MESH / MESH.XML | Ogre3D |
| MOT | LightWave Motion |
| MS3D | MilkShape 3D |
| NDO | Nendo |
| NFF | Neutral File Format |
| OBJ | Wavefront OBJ |
| OFF | Object File Format |
| OGEX | Open Game Engine Exchange |
| PLY | Polygon File Format / Stanford |
| PMX | MikuMikuDance |
| PRJ | 3D Studio Project |
| Q3O | Quick3D |
| Q3S | Quick3D Scene |
| RAW | Raw Triangles |
| SCN | TrueSpace |
| SIB | Silo |
| SMD | Valve Source Model |
| STP | STEP / ISO 10303-21 |
| STL | Stereolithography |
| TER | Terragen Terrain |
| UC | Unreal Engine |
| USD | Universal Scene Description |
| VTA | Valve Face Vertex Animation |
| X | DirectX |
| X3D | Extensible 3D |
| XGL | XGL |
| ZGL | ZGL |
*Note for glTF 2.0: We currently support the following extensions: KHR_lights_punctual, KHR_materials_pbrSpecularGlossiness, KHR_materials_unlit, and KHR_texture_transform.
