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.
What your file keeps
| Format | Textures | Skeleton | Animation | Details |
|---|---|---|---|---|
| GLB / GLTFWeb and exchange | Yes | Yes | Yes | LimitationsGLB embeds resources; GLTF needs its BIN and texture folder. Procedural materials may need baking.
|
| FBXEditors and game engines | Yes | Yes | Yes | LimitationsComplex shaders, constraints and rig structure may differ in another application.
|
| OBJStatic models | Conditional | No | No | LimitationsKeep OBJ, MTL and textures together. PBR parameters may be simplified.
|
| DAEScene exchange · Collada | Conditional | Conditional | Conditional | LimitationsCollada depends on the Blender version and target importer. Test one rigged, textured model first.
|
| BLENDBlender project | Yes | Yes | Yes | LimitationsSaves the imported scene, not the original application’s modeling history. Caches may remain separate.
|
| STLGeometry for printing | No | No | No | LimitationsGeometry only. Requested textures may be saved alongside it, but STL does not link them. Check measurement units.
|
| PLYGeometry and vertex colors | Conditional | No | No | LimitationsUVs and vertex colors are not equivalent to linked image textures. Results depend on the viewer.
|
| USD / USDA / USDCScene exchange | Conditional | Conditional | Conditional | LimitationsDo not treat USD as a self-contained archive. Keep linked files and check the installed Blender’s capabilities.
|
| ABC (Alembic)Baked motion | No | No | Geometry cache | LimitationsGeometry animation is not a rig. Enable animation for the frame range; otherwise only the current frame is saved.
|
| 3DSLegacy workflows | Conditional | No | Object motion | LimitationsLimit of 65,535 vertices/triangles per object, including UV splits. Older importers may not resolve texture paths.
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No matching format. Try another name.
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.