WHAT IT DOES
Find out what the asset contains before converting it.
An FBX filename does not tell you whether the file holds a static mesh, a skinned character, or only an animation. This inspector reports the scene parsed by the bundled loaders: mesh and triangle counts, UV presence, morph targets, bones and parents, material types, texture objects, and clip durations. Compatibility checks that were not performed remain explicitly unchecked.
Why use it?
A filename does not tell you whether an asset contains a skin, animation, usable texture data, or several mesh parts. An inventory helps narrow down import problems before attempting conversion.
How to use this tool
- Choose an FBX or self-contained GLB, or inspect the demo robot.
- Read the mesh, bone, material, texture, and clip records alongside their warnings.
- Copy the inventory for your own review if useful. Keep unperformed rig and engine-compatibility checks separate from the facts the loader reported.
Details and limitations
- Accepts one FBX or self-contained glTF 2.0 GLB up to 100 MiB. External resource references are never fetched.
- Each inventory category renders at most 100 records; Copy report includes the full parsed inventory.
- Multiple meshes may represent body parts or LODs. The report does not assume they are duplicate characters.
- Texture objects can be unresolved references; their presence does not prove the correct texture is embedded.
- Dimensions are scene units. Rig compatibility, bind poses, skin-weight validity, root-motion quality, and engine behavior are not validated. Compressed GLB extensions requiring external decoders are not configured.