DCC production guide
FBX, glTF, OBJ, or STL Export Decision Guide
Direct answer: Choose the export format by the payload you must preserve, not by habit. FBX is common for DCC-to-engine animation and rig handoff. glTF or GLB is strong for realtime web and compact PBR previews. OBJ is simple static mesh exchange. STL is for geometry-only print workflows and should not be used when materials, UV-rich PBR, rigging, or animation are required.
FBXglTFOBJSTLファイル形式文件格式
Comparison table
| Format | Best for | Watch out for |
|---|---|---|
| FBX | Rigged or animated engine handoff | Axis, units, animation bake, smoothing, texture paths |
| glTF/GLB | Realtime web, portable PBR preview | Material model limits, texture compression, extension support |
| OBJ | Simple static mesh exchange | Weak hierarchy, limited material fidelity, no animation |
| STL | 3D print or watertight geometry checks | No PBR materials, UVs, rigging, or animation |
FBX handoff checks
Use FBX when skeletons, animation clips, blend shapes, sockets, or DCC interchange metadata matter. Verify units, axis conversion, baked animation frame range, triangulation policy, smoothing groups, and embedded versus external textures.
glTF or GLB checks
Use glTF/GLB when web preview, PBR material portability, or compact runtime delivery matters. Validate texture paths, metallic-roughness material assumptions, image compression, node transforms, and binary versus JSON packaging.
OBJ and STL limits
OBJ can move static mesh and basic material references, but it is weak for modern rigged game assets. STL carries surface geometry for printing and often drops UVs, hierarchy, PBR materials, and animation. If the receiving task needs those, choose another format.
Round-trip test
Import the exported file into the target tool, compare scale, pivot, material count, animation playback, and triangle count. A file is not approved because it exports; it is approved after the receiver reads it correctly.
Worked review example
A rigged enemy with walk and attack clips should not be delivered as OBJ or STL because those formats cannot carry the animation payload. FBX is the likely interchange choice, followed by an engine import test for skeleton scale and clip range. A product configurator preview on the web may choose GLB instead, because compact PBR delivery and browser runtime support matter more than editable DCC animation curves.
Multilingual production terms
Use this fbx gltf obj stl export decision guide terminology table when writing review comments, export notes, or handoff instructions across Chinese, English, and Japanese teams.
| 中文 | English | 日本語 | Workflow usage note |
|---|---|---|---|
| FBX | FBX | FBX | Use these terms as file-format names, not translations of each other; each implies a different delivery payload. |
| glTF | glTF | glTF | Use these terms as file-format names, not translations of each other; each implies a different delivery payload. |
| OBJ | OBJ | OBJ | Use these terms as file-format names, not translations of each other; each implies a different delivery payload. |
| STL | STL | STL | Use these terms as file-format names, not translations of each other; each implies a different delivery payload. |
Term notes for multilingual briefs
Use the English term FBX with matching Chinese/Japanese notes where relevant: USD / ファイル形式 / 文件格式. Keep the technical term beside the local-language note so reviewers can map it back to DCC and engine settings.
Related pages and next step
Open SEELE AI workspaceFAQ
Which format is best for animated game assets?
FBX is often used for rigged and animated game-engine handoff, but always verify the target engine importer.
When should I use glTF or GLB?
Use it for realtime web delivery, compact previews, and PBR material portability when the target supports the needed extensions.
Is OBJ still useful?
Yes, for simple static mesh exchange, but it is a poor choice for rigging, animation, or rich PBR delivery.
Why not use STL for game assets?
STL is geometry-only and print-oriented; it usually drops materials, UVs, hierarchy, and animation.