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3D Model & Animation Specifications

Supported Platform Formats

TypeSpecificationRecommendation
Model FormatSupports GLB, GLTF, FBX, OBJ; textures and models can be packaged as a ZIPGLB is strongly recommended
File SizeUpload size limits: Freen Plan (≤ 30 MB) · Starter Plan (≤ 50 MB) · Pro Plan (≤ 100 MB) · Enterprise Plan (≤ 100 MB)Recommended ≤ 10 MB; optimal ≤ 5 MB

Mesh Production Guidelines

Specifications

TypeLimitRecommendation
Meshes per model≤ 10≤ 5
Meshes per scene≤ 50≤ 10
Triangles per model≤ 50,000≤ 30,000
Triangles per scene≤ 200,000≤ 60,000
Mesh namingLetters, digits, underscores ( _ ), and hyphens ( - ) only. Spaces and special characters are not supported1. Do not use Chinese characters
2. Every object in the model must have a unique name
Model scaleMust not be zero or negativeApply scale as 1
Pivot pointPlace at the geometric center or base center of the model, then position the model at the world origin
Face direction (normals)For closed meshes, set the outward-facing side as the front face; for open meshes, set the camera-facing side as the front face
Model proportionsModel at real-world scale
Pre-export cleanupReset and apply all transform data, construction history, and modifier stacksBack up the file before export for easier revision
Material setupFor assets with transparent components, use separate meshes and materials for transparent and opaque parts to achieve better rendering results
Topology1. No isolated (stray) vertices
2. No coincident (overlapping) vertices
3. No duplicate or co-planar faces
4. Use quad-based modeling; triangles are acceptable only when necessary
5. Avoid poles unless unavoidable
6. Clean, uniform topology with well-structured edge flow
Scene structureRemove all unused objects from the scene (e.g., empty nodes, hidden objects, helper objects)

Common Issues

  • Too many / too few polygons: High count causes render lag; low count causes visible faceting
  • Broken faces / overlapping faces: Viewport artifacts, baking errors, export failures
  • Flipped normals: Dark patches on surface or apparent holes
  • Unmerged vertices: Visible seams and UV splitting errors
  • Messy topology: Triangle clusters, misaligned edge loops, mesh penetration during deformation
  • Incorrect scale: Dimensional errors, mismatched component proportions

UV Guidelines

RequirementReason
Relax-unwrap all UV islandsPrevents texture distortion and stretching
No UV overlapsPrevents incorrect texture mapping
Place UV seams in areas not visible from standard camera anglesPrevents visible seams after texturing
UV islands should be as flat and orthogonal as possible, maximizing texel utilization; all islands must remain within the UV 0–1 tileMaximizes texture space usage and minimizes waste
Consistent texel density across all UV islandsEnsures uniform texture clarity across the entire model

Material & Texture Guidelines

Specifications

TypeLimitRecommendation
Materials per model≤ 10≤ 5
Textures per model≤ 10≤ 10
Materials per scene≤ 40≤ 5
Textures per scene≤ 40≤ 10
Material typeUnlit and PBR (Metallic-Roughness workflow) are supported
Material namingLetters, digits, underscores, and hyphens only. Spaces and special characters are not supportedDo not use Chinese characters
Texture namingLetters, digits, underscores, and hyphens only. Spaces and special characters are not supportedDo not use Chinese characters.
Recommended convention:
· XXX_basecolor.jpg
· XXX_normal.jpg
· XXX_roughness.jpg
· XXX_metallic.jpg
Texture formatJPG and PNG are supported
Texture resolutionMaximum: 2048 × 2048 px. Dimensions must be powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048). When UV wrap mode is set to Repeat for use in Mini-Programs, both width and height must be powers of two.Compress textures with an image compression tool before export

Common Issues

  • Missing textures: Model renders white / untextured
  • Incorrect specularity: Roughness or metalness values are unbalanced
  • Color shift / blur: Texture resolution too low or format incompatible
  • Bake artifacts: Uneven light/shadow bake, missed areas, misaligned shadows
  • Transparency issues: Transparent objects don't occlude correctly; dark edges; ghosting
  • Desaturated / tinted / low-saturation color: Incorrect texture color space

Animation Guidelines

Specifications

TypeLimitRecommendation
Animations per model≤ 10≤ 5
Animations per scene≤ 40≤ 10
Bones per model≤ 100≤ 50
Bones per scene≤ 200≤ 100
Morph targets per model≤ 50≤ 30
Morph targets per scene≤ 100≤ 60
Naming1. Bone, morph target, and animation clip names support only letters, digits, underscores, and hyphens. Spaces and special characters are not supported.
2. All animation, morph target, and bone names must be unique
Do not use Chinese characters
Animation typeTransform animation, skeletal animation, and morph target animation are supported. Vertex cache animation is not currently supported
Frame rateAny30 FPS
ScaleMeshes and bones must not be scaled to zero or negative values during animationMinimum scale: 0.01 or 0.001
Bone influencesMaximum 4 bone influences per vertex (the upper limit of bones that can influence a single vertex during skinning)
Root bone1. Do not name any bone "root"



2. The root bone must carry no animation data
If animation data exists on the root bone, add an empty parent bone above it to serve as the new root

Common Issues

  • Skeletal animation plays back with lag: The model has too many polygons or too many bones
  • Moving the model resets it to its original position on playback: (1) The animated position is far from the rest pose position; (2) The root bone is named "root" and contains animation data
  • Unsmooth surface on a skinned model: Per the glTF specification, the maximum bone influences per vertex is 4. During export, the exporter compresses this data, which can reduce precision. Clean up weight data manually before exporting. This issue typically only occurs on high-polygon skinned models.