Spatial Integration Help

Assets

Assets are 3D shapes and models created in other applications. Spatial Integration can open them, place them in the scene and fade them, and they are cut by clip objects like any other data.

There are two kinds:

  • A 3D shape is geometry at a real location, such as a resource shell, pit design or isosurface. You are mostly interested in its shape and position.
  • A model is a self-contained object with its own colours and textures, often used for context or decoration, such as a drill rig, a building or a tree. You place, rotate and scale it yourself.

Supported Formats

Spatial Integration can read the following 3D formats. Not all of them have been tested, so please let us know 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

* For glTF 2.0, the following extensions are supported: KHR_lights_punctual, KHR_materials_pbrSpecularGlossiness, KHR_materials_unlit and KHR_texture_transform.