3D Animation Specifications
Specifications
Category
Specifications
Tutorial
Model Format
The platform supports glb, gltf, fbx, obj formats. We strongly recommend uploading in glb format.
For gltf, fbx, obj, it is recommended to compress them into a ZIP file before uploading.
File size limits: • Free: 30 MB • Starter: 50 MB • Pro: 100 MB • Enterprise : 100 MB
It is recommended to keep the model file size under 10 MB, ideally around 5 MB.。
Q: Why is glb the recommended upload format? A: When uploading fbx or obj, only the default materials are preserved, and textures may be lost. For gltf, the format consists of multiple files, which makes loading less convenient.
Model Creation
Single model mesh count ≤ 10, entire scene ≤ 50
Recommended: single model ≤ 5, entire scene ≤ 10
Single model triangle count ≤ 50,000, entire scene ≤ 200,000
Recommended: single model ≤ 30,000, entire scene ≤ 60,000
Model names (model, nodes, meshes) may contain letters, numbers, underscores, and hyphens only.
Chinese characters, spaces, and special characters are not supported.
Ensure unique names for all objects in the model.
Use quads for modeling. Triangles may be used in special cases.
Models must be created using polygon modeling.
The Scale must not be zero or negative.
Place the model’s pivot point at the geometric center or bottom center, then move the pivot to the world origin (0,0,0).
No isolated vertices.
No duplicate vertices.
No duplicate faces or coplanar overlapping faces.
Normals must be correct.
Remove all unused objects (empty nodes, hidden objects, helper objects, etc.).
Reset all model transformations:
Scale = 1
Rotation = 0
Position = 0
Avoid creating poles unless absolutely necessary.
Maintain clean and reasonable topology (consistent, well-organized edge flow).
For assets containing transparent components, use separate meshes and materials for transparent and opaque parts to achieve better rendering results.
Reset all transform data, construction history, and modifier stacks to avoid export inconsistencies.
It is recommended to keep the model at real-world scale.
Unwrapping UV
The model should have no visible texture stretching.
UV seams should be placed in less visible areas of the model.
No UV overlaps.
Flatten the UV islands as much as possible and make full use of the texture space.
Multiple UV sets are not supported at the moment.
Tiled / repeating textures are not supported.
Material & Texture
Single model material count ≤ 10, entire scene ≤ 40 Recommended: single model ≤ 5, entire scene ≤ 10
Single model texture count ≤ 10, entire scene ≤ 40 Recommended: single model ≤ 5, entire scene ≤ 10
Material and texture names may contain letters, numbers, underscores, and hyphens only. Chinese characters, spaces, and special characters are not supported.
Ensure unique names for all materials and textures.
Supported texture formats: png, jpg, jpeg
Maximum texture size: 2048 × 2048 Recommended sizes are power-of-two textures: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048
It is recommended to compress textures using image compression tools.
Supports PBR materials (Metallic–Roughness and Specular–Glossiness workflows)
Supports Unlit materials
Animation Creation
Single model animation count ≤ 10, entire scene ≤ 40
Recommended: single model ≤ 5, entire scene ≤ 10
Single model bone count ≤ 80, entire scene ≤ 160
Recommended: single model ≤ 60, entire scene ≤ 120
Single model morph target count ≤ 50, entire scene ≤ 100
Recommended: single model ≤ 30, entire scene ≤ 60
Names for bones, morph targets, and animations may contain letters, numbers, underscores, and hyphens only.
Chinese characters, spaces, and special characters are not supported.
Ensure unique names for all animations, morph targets, and bones.
Supports Transform animations, Skeletal animations, and Morph animations.
Vertex animations are currently not supported.
Blender 3.0+ has known issues exporting morph animations;
Blender 2.9 is recommended for stable export.
Maximum bone influences per vertex ≤ 4
(i.e., each vertex may be affected by up to 4 bones in skinning)
Recommended animation framerate: 30 FPS
During animation creation, mesh and bones must not be scaled to zero or negative values.
Do not name any bone “root”.
The top-level root bone must not contain animation.
If animation exists on the root bone, you must create an additional empty parent bone and make the animated bone a child of it.


Lighting & Environment
Supports Directional Light, Ambient Light, and Environment Maps.
glTF & glb File Upload Requirements
If your glb or gltf file fails to upload, please refer to the following guidelines.
Challenge
Solution
1
Quantization is currently not supported.
Do not use quantization compression when exporting glb or gltf files.
2
Meshopt compression is currently not supported.
Do not use meshopt compression when exporting glb or gltf files.
3
Draco compression is currently not supported.
Do not use draco compression when exporting glb or gltf files.
4
Your file contains required extensions that are not supported by Kivicube.
Supported Extensions: • KHR_lights_punctual • KHR_materials_unlit • KHR_texture_transform • KHR_materials_pbrSpecularGlossiness
5
Your file is invalid.
The issue may be caused by a malfunction in the software you used to export the gltf or glb, resulting in an invalid file.
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