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Studio

Importing & inspecting models

Bring a GLB into the Studio editor by drag-drop, file picker, or library insert, then inspect its scene tree and live model statistics.

AP
Aron Prins
Founder · Updated Aug 11, 2026 · 4 min read
On this page (6)

The editor loads .glb files and single-file .gltf files with embedded resources, then gives you a scene tree and a full statistics readout — vertices, triangles, draw calls, materials, textures, VRAM estimate, and bounding box — that update live as you edit. This is the fastest way to see what's actually inside a model before you touch it.

Import a model#

Four ways to get a model into the scene:

  • Drag and drop a .glb file, or a single-file .gltf with embedded buffers and textures, onto the viewport. A drop overlay confirms the target.
  • Import .glb button in the left panel opens a file picker.
  • Insert from the asset library — the + on a library card adds that asset to the active editor (the Editor accepts any asset; the Character tool only accepts rigged ones). A library insert carries the original GLB bytes, so the imported asset stays self-contained and reloads offline.
  • "Edit in Studio" from the site — on Account → Downloads, each individual asset row has an Edit in Studio button that opens the Studio with that asset already loaded.

The last one behaves differently from the other three, and it's worth knowing before you click it: Edit in Studio opens a new Editor project, named after the asset, rather than inserting into the project you had open. The Editor is reset to an empty document first, so the asset arrives on its own. Your previous project is untouched and still listed on Home. If you don't own the asset, nothing is downloaded — you get a message and a link to the pack's checkout instead.

The Studio automatically decodes supported Draco geometry and KTX2 textures. For reliable file imports, prefer GLB: the file picker cannot gather an external .bin file or separately linked textures for a multi-file .gltf package.

The 50 MB cap#

Imports are capped at 50 MB per file. A larger file is rejected with an error rather than partially loaded. The bytes are embedded (base64) into the project so a re-open re-materializes the scene without the original file.

The outliner#

The left-panel scene tree lists every node with:

  • a type icon — group, mesh, skinned mesh, bone, light, camera, or primitive;
  • the node name;
  • an eye toggle to hide/show the node (hiding is the one geometry-changing edit that the statistics react to — see below);
  • a triangle-count chip shown on hover or focus, so you can find the heavy parts of a model row by row.

Collapsible groups have a twisty. The filter box at the top of the panel narrows the tree by name substring — a node stays visible when it or any descendant matches, and matching nodes' ancestors stay as context. Rows also carry inline rename (pencil or double-click) and delete (trash).

Live statistics#

Select a mesh and open the inspector's Mesh tab for the detailed Statistics panel. The values refresh as the scene changes:

StatWhat it measures
VerticesSum of every visible mesh's position count.
TrianglesSum of every visible mesh's triangle count (indexed or non-indexed).
Draw callsOne per visible mesh (a geometry + material submit).
MaterialsUnique materials, listed by name and type.
TexturesUnique textures, with dimensions and estimated VRAM.
Texture VRAMEstimated upper bound (see below).
Bounding boxWorld-space size in metres (X × Y × Z m).
File sizeThe imported source bytes, before any re-export.

A compact verts / faces / tris readout also lives at the bottom-left of the viewport. For a triangulated glTF asset faces and triangles are the same number (Blender reports the same), so both slots show the triangle count.

Two things worth knowing#

  • Statistics are visibility-aware. The totals count only visible nodes, so hiding a node in the outliner removes its geometry from the totals. File size still reports the original imported file.
  • VRAM is an estimate. It is an upper-bound estimate for uncompressed texture memory; the amount used on a particular device may be lower.

Next#

Once you can see the model, move on to Transforms & materials to reposition and recolour it, or Optimizing & exporting GLBs to ship it.

Still stuck?

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