Inspect, optimize and preview GLB files locally
Turn a self-contained GLB into a reviewable web delivery asset. Real scene inspection, optional orbit preview, explicit optimization settings and independent structural validation stay together in one local workbench.
3D Asset Delivery Desk
The real example contains an animated triangle and deliberately unused material/data. Default cleanup removes the unused resources while retaining the animation and exact geometry.
Supported scope: 32 MiB GLB 2.0; one embedded buffer; 2000 nodes/meshes, 10000 accessors, 3 million total accessor elements, 64 PNG/JPEG images; 16 MP/image, 32 MP total and 8192 pixels/axis; 45-second worker limit. Core glTF plus listed Khronos material/light/texture-transform/quantization extensions. No external/data URIs, Draco, Meshopt, KTX2, unknown extensions, FBX/USDZ conversion or geometry simplification. WebGL preview requires browser GPU support.
3D source asset
Required fields are marked with an asterisk.
Asset delivery workbench
Review your output, then save it to your device.
Make the next step clear.
Your findings, assumptions and next steps will appear here after you run the check.
3D Asset Delivery Desk · https://glb.kitforma.com/ · KitForma
Real glTF material and animation inventory
Explicit cleanup and texture-size controls
Validated GLB output and change audit
Understand the evidence.
Focused guides explain the rules, the edge cases and the checks worth doing before you act.
Prepare a GLB for web delivery
Make explicit changes and carry a report with the final asset.
Read the guide ↗Field guide / 02Choose GLB texture sizes deliberately
Balance image payload against material detail and data-map meaning.
Read the guide ↗Field guide / 03Read GLB validation and preservation boundaries
Know what a browser delivery tool can and cannot certify.
Read the guide ↗Before you start
Will every file become smaller?
No. Cleanup helps when a source has unused or duplicate resources, while already compact files may change little or grow due to serialization. Before/after byte counts and exact selected changes are reported. The tool does not secretly lower mesh quality to force a reduction.
Does this simplify the geometry?
No. Vertex samples are not simplified or quantized. Equivalent meshes, materials and textures can be merged when their names and content match, and unreachable resources can be pruned. Geometry, animation, material and image inventories are included in the output audit.
What changes when textures are resized?
PNG/JPEG images larger than the selected dimension are resampled while retaining aspect ratio. PNG keeps alpha; JPEG is re-encoded at quality 0.9. Resampling is lossy and affects color, normal and packed data maps. Review material appearance in the intended renderer. Keep original image bytes is the default.
Are animations and custom metadata preserved?
Animation clips remain unless you explicitly select Remove ALL animation clips. That option keeps the model’s static base pose and skins rather than baking an animation frame. Extras on retained properties are kept, and extras prevent unused-resource pruning. Unknown extensions are rejected rather than silently removed; binary layout and raw JSON ordering are not archival guarantees.
Can I open Draco, KTX2, FBX or external textures?
No. This bounded product accepts self-contained GLB 2.0 with embedded PNG/JPEG images and its listed supported Khronos extensions. Draco/Meshopt compression, KTX2, external or data-URI resources, custom extensions, FBX and USDZ need a different conversion workflow. Unsupported dependencies are rejected before network access.
Does a validated file guarantee the preview is identical everywhere?
No. The Khronos validator checks structural and semantic conformance, while renderers can differ in lighting, tone mapping and material support. This preview shows the default scene under approximate studio lighting. Check the output in its destination, including every needed scene, clip and material. All file processing stays local.
Sources & assumptions
Formats, algorithms and supported features are documented below. Check the stated scope and inspect your output before using it.
- glTF 2.0 specification ↗
GLB container, scene graph, geometry, PBR materials and animation structure.
- glTF Transform ↗
Pinned 4.5.1 core/extension engine reads and writes the glTF object model. Cleanup and deduplication policies are implemented by this workbench.
- Khronos glTF Validator ↗
Pinned 2.0.0-dev.3.10 validator checks input and output locally.
- Three.js GLTFLoader ↗
Pinned Three.js 0.186.1 provides the optional local 3D preview.
- Bundled engine notices ↗
MIT and Apache-2.0 engines and their dependency notices are included with the product.
Reviewed 2026-10-19. Read our methodology or report an issue.