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3D Asset Inspector

Inspect FBX or GLB meshes, materials, texture references, bones, and embedded animation clips without uploading the asset.

Runs locally — input is never uploaded
Embedded resources only

External textures are not fetched. This is an inventory, not a promise that animation retargeting or engine import will succeed.

InventoryChoose an asset

Meshes, materials, textures, bones, and embedded clips will appear here.

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

  1. Choose an FBX or self-contained GLB, or inspect the demo robot.
  2. Read the mesh, bone, material, texture, and clip records alongside their warnings.
  3. 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.

WORKED EXAMPLES

A rigged file whose inventory is known

Choose Inspect demo robot to examine the same original asset available in the sprite tool. Read mesh, bone, and embedded-clip records before trying a personal asset.

Expected result

One mesh, thirteen bones, and a Demo Walk clip. Retargeting compatibility remains Not checked: a bone count does not verify bind poses or prove that another character's animation will play correctly.

COMMON QUESTIONS

3D Asset Inspector questions

Will it fix an incompatible animation?
No. It reports embedded clips and rig structure. Matching counts or names do not establish compatible local axes, bind poses, or proportions.
Does more than one mesh mean more than one character?
Not necessarily. Separate materials, accessories, body parts, or levels of detail can appear as separate meshes. Inspect their names and rig references before deciding.
Is this a complete FBX or glTF validator?
No. It inventories the scene the bundled loader can read and lists selected warnings. Full format conformance and engine-specific import validation are not performed.