What are known Exchange formats and their limitations?

An exchange format (a.k.a. generic or open source format) is a 3D model file format that doesn't belong to any particular application, but is used primarily to transfer (exchange) a model between applications.

To ensure the model preserves as much info as possible in an exchange format it should be made ready for conversion with limitations in mind. For example, materials should be prepared/baked as standard materials. Rigging should be kept as basic as possible. If there is a possibility it is recommended to double-check the exported model and its functionality in various software. 

While it is not required in our Marketplace for exchange formats to work perfectly, you can always ask our Support to convert the models to achieve better compatibility with your software.

All exchange formats hold information on the 3D model's geometry. However, they vary greatly in how much information they carry about textures, mapping, rigging, and animation, and in how closely they adhere to the original model's topology.

Features that are specific to a 3D application, such as physics simulations, particle systems, render settings or plugin dependent data are not held by exchange formats.

Format

Supported data Not supported data (features described above excluded)
OBJ + MTL

Geometry (quad)

Materials (standard)

Mapping (UV coordinates)

Normals

Complex materials
(Vray, Corona, Octane, etc.)

Rigging

Animation

Vertex colors

FBX

Geometry (quad)

Materials (standard)

Mapping (UV coordinates)

Normals

Rigging (skeleton, skinning, morphs...)

Animation

Complex materials
(Vray, Corona, Octane, etc.)
Complex rigging (rig controls, IK rig, etc.)
3DS

Geometry (triangles, limit of 65536 vertices/mesh) 

Materials (standard; name limit to 16 characters) 

Textures (filename limit to the 8.3 DOS format (8 characters))

Object, light and camera (name limit to 10 characters)

Complex materials
(Vray, Corona, Octane, etc.)
Rigging

Animation

Accurate vertex normals

DAE

Geometry (quad)

Materials (standard)

Mapping (UV coordinates)

Normals

Rigging (skeleton, skinning, morphs...)

Animation

Complex materials
(Vray, Corona, Octane, etc.)
Complex rigging (rig controls, IK rig, etc.)
STL Geometry (triangles)

Materials

Textures

Mapping

Rigging

Animation

DXF Geometry (triangles, limit of 32K faces)

Materials

Textures

Mapping

Rigging

Animation

IGES Geometry (nurbs)

Materials

Textures

Mapping

Rigging

Animation

STEP Geometry (nurbs)

Materials

Textures

Mapping

Rigging

Animation

 

Was this article helpful?
0 out of 0 found this helpful