Aeion Spatial + glTF / USDZ / FBX / OBJ
Aeion Spatial natively supports glTF (Khronos open standard) for 3D asset interchange, and accepts USDZ, OBJ, FBX, STL, DAE, and 3DS as upload formats. Real polygon decimation and LOD generation run today on uploaded .glb files; texture transcoding (KTX2/Basis) and cross-format conversion for other source formats are still being built out. Compatible with Blender, Maya, 3ds Max, Cinema 4D, ZBrush, SketchUp — export to glTF/.glb from those tools for the fully-processed path.
Supported Formats
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glTF — The Web 3D Standard
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USDZ — Apple Ecosystem Native
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Blender + Maya + 3ds Max Workflow
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Asset Pipeline Detail
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FAQ
glTF is more web-optimized + simpler + more universal browser support. USD is more cinema-VFX-pipeline-mature. USDZ uploads are accepted, but automatic USDZ → glTF conversion isn't wired up yet — export glTF directly from your tool if you need the optimized pipeline.
Most assets: yes. Custom Blender nodes don't always survive. Animation + bones + morph targets preserved.
Via Maya2glTF (Khronos-supported plugin). Industry-standard for VFX studios working with web 3D.
Use Decimation Master in ZBrush to retopologize, then export glTF/.glb for Aeion's automatic decimation + LOD pipeline. OBJ/FBX exports are accepted uploads but skip that automatic step today.
Convert to mesh format (STL or OBJ) before uploading to Aeion. CAD-specific data (parametric features) is lost in tessellation; the mesh remains but isn't yet auto-converted to glTF within Aeion.
glTF preserves both, and that's what Aeion's pipeline processes. For motion-capture data, export to glTF/.glb from your DCC tool rather than relying on Aeion to convert BVH or FBX.
glTF PBR is canonical, and that's the format Aeion actually processes. Cross-format material conversion (from FBX/OBJ) isn't automated yet — export via glTF from your tool for accurate PBR values, and use Aeion's material editor to refine from there.
Aeion supports Mixamo naming + Unreal-naming + Maya HumanIK. Other naming requires explicit mapping. Custom rigs work but auto-mapping won't apply.
Partially supported. Convert UDIM to standard UV space first (in Maya/Blender), then import to Aeion.
Aeion's streaming pipeline handles. Progressive loading + LOD streaming + tile-based asset delivery. Avoid loading whole scene at once.