◇ Fast Converter
RUENES

Fast Converter

3D format compatibility

What export preserves: textures, skeletons and animation. Format limitations and links to step-by-step guides.

How to read the table

The table describes Fast Converter export. “Yes” means the data is supported, not that every scene transfers unchanged. The data must exist in the source and import successfully into Blender; enable the required export options.

EXPORT REFERENCE

What your file keeps

SupportedWith limitationsNot transferred
Texture, skeleton and animation support by export format
FormatTexturesSkeletonAnimationDetails
GLB / GLTFWeb and exchangeYesYesYes
Limitations

GLB embeds resources; GLTF needs its BIN and texture folder. Procedural materials may need baking.

Textures
Yes, supported glTF materials
Skeleton
Yes, with skeleton export enabled
Animation
Yes, supported animation
FBXEditors and game enginesYesYesYes
Limitations

Complex shaders, constraints and rig structure may differ in another application.

Textures
Yes, check material transfer
Skeleton
Yes
Animation
Yes, check rig and frames
OBJStatic modelsConditionalNoNo
Limitations

Keep OBJ, MTL and textures together. PBR parameters may be simplified.

Textures
Yes, through MTL and images
Skeleton
No
Animation
No; static geometry
DAEScene exchange · ColladaConditionalConditionalConditional
Limitations

Collada depends on the Blender version and target importer. Test one rigged, textured model first.

Textures
Yes, supported materials
Skeleton
Yes, depends on the importer
Animation
Yes, depends on the importer
BLENDBlender projectYesYesYes
Limitations

Saves the imported scene, not the original application’s modeling history. Caches may remain separate.

Textures
Yes; images can be packed
Skeleton
Yes, if imported
Animation
Yes, if imported and enabled
STLGeometry for printingNoNoNo
Limitations

Geometry only. Requested textures may be saved alongside it, but STL does not link them. Check measurement units.

Textures
No texture links
Skeleton
No
Animation
No
PLYGeometry and vertex colorsConditionalNoNo
Limitations

UVs and vertex colors are not equivalent to linked image textures. Results depend on the viewer.

Textures
No image links; vertex colors are possible
Skeleton
No
Animation
No
USD / USDA / USDCScene exchangeConditionalConditionalConditional
Limitations

Do not treat USD as a self-contained archive. Keep linked files and check the installed Blender’s capabilities.

Textures
Materials and external resources: check paths
Skeleton
Depends on Blender; no skeleton export in 4.0
Animation
Yes, supported scene data
ABC (Alembic)Baked motionNoNoGeometry cache
Limitations

Geometry animation is not a rig. Enable animation for the frame range; otherwise only the current frame is saved.

Textures
No texture-to-material links
Skeleton
No reusable skeleton
Animation
Yes, cached geometry motion
3DSLegacy workflowsConditionalNoObject motion
Limitations

Limit of 65,535 vertices/triangles per object, including UV splits. Older importers may not resolve texture paths.

Textures
Basic materials and images
Skeleton
No skeletal animation
Animation
Object motion

Open Limitations for details. Support depends on the source model, settings and Blender version.

Game formats are input only

DFF/TXD for GTA III, Vice City and San Andreas and GTA V formats are inputs, not export targets. Game materials may be simplified; IFP is not imported. Native GTA V files require separately installed PyMateria through Sollumz; CodeWalker XML is an alternative. Check source game files and dependencies first.

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