We have deprecated the ability to share 3D objects. Sharing 3D photos is still supported.
While creating your 3D assets, keep the following requirements in mind. We've also included a Best Practices section with tips to help you meet these requirements. Note that these requirements may change, but if they do, we will update this page and also log the changes in our changelog.
Need a 3D asset for testing? Download one of our sample assets!
Each asset must be a single GLB file (a packed, binary version of a the glTF 2.0 file). We do not support other formats, such as FBX, OBJ, DAE, etc.
Assets must be under 3MB.
Animations are currently unsupported. Animations in files, or any Morph Targets, will be ignored.
We support both PBR and the KHR_materials_unlit extensions.
We automatically calculate a bounding box for your model and center it in the viewport. The camera will be in +Z looking towards the -Z direction.
You can user 3D Model Validation tool to get useful feedback about your 3D assets.
This is some basic information for reducing the size of your 3D assets. We also recommend that you view our GLB Tutorial, which has instructions for creating GLB files using popular 3D creation tools, as well as instructions for converting FBX files to GLB files.
This post by The Khronos Group is a good example of a glTF authoring flow.
We've put together several sample assets that you can for testing. They are bundled into a single ZIP file, which you can download here.
Please refer to our GLB Tutorials document to see instructions for many popular 3D creation tools, as well as instructions for converting FBX files to GLB files.
You can also view The Khronos Group's Authoring Pipeline document for more information.
We've written an FBX to GLTF converter that you can download here. To use it, refer to these instructions.
We support:
KHR_materials_unlit
extension.The file will be accepted as part of the post, as long as it's valid, but no animations will play.
No, custom cameras and lights are unsupported.
No, custom environment maps and image-based lighting textures are unsupported.
Currently, you cannot upload your own shaders.
The sparse accessors feature is currently not implemented, so do not include sparse accessors in any of your glb files that you intend to share in Facebook Posts.
GLB files are the packed, binary versions of glTF 2.0 files. GLB files includes associated textures. The default material for a glTF file is a PBR shader that takes a base_color texture, a normal texture, an emissive texture, and an ORM texture (occlusion, roughness, metals packed into R, G & B).
For more information about the open GL Transmission Format standard, please refer to The Khronos Group website and its accompanying specification documentation.