PRACTICAL FORMAT GUIDE

GLB / glTF: scene geometry with explicit scale

Compare GLB and glTF packaging, understand node transforms and metre units, and prepare a self-contained static scene for local mesh conversion.

glTF 2.0 describes scene assets, including mesh primitives and nodes that place them. GLB is its binary container form; JSON glTF can instead refer to separate or embedded resources. Packaging does not change the need to interpret node transforms and distinguish geometry from material appearance.

Geometry
Mesh primitives referenced by scene nodes; nodes can have nested matrix or translation/rotation/scale transforms.
Units
glTF uses metres for linear distances. This workbench normalizes imported geometry to millimetres.
Resources
A glTF may refer to external buffers/images. Only self-contained GLB or bounded embedded-data glTF is accepted here.
Scene features
The wider format includes materials and animation features; the local mesh subset is intentionally static.

Choose a self-contained file for local processing

When exporting from a modeling application, package the required buffers into GLB or embed them in glTF. Any external URI, even for an unused image, is rejected. The workbench never follows a model-supplied URL or silently skips a missing geometry buffer.

Scene-to-mesh conversion bakes placement

GLB/glTF→STL and →OBJ apply the default scene’s supported node transforms. Output does not preserve the hierarchy, materials or texture images; OBJ groups preserve useful geometry boundaries. STL/OBJ→GLB asks for source coordinate units and packages geometry/normals into metres without inventing appearance.

Tools that use GLB / glTF

Choose by operation. Each tool explains its supported subset and processing limits before you export.

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Compare the supported file formats