Can I edit an existing GLB, glTF or OBJ file in my browser?
Yes. MeshEdit imports GLB, self-contained glTF and OBJ meshes locally in your browser. Rigid hierarchies, shared meshes, PBR textures and compatible LINEAR or STEP clips import cleanly, and MeshEdit's own polygon-delivery GLBs also restore 4-weight skins and meshopt streams.
What does meshopt compression do to a GLB file?
MeshEdit encodes geometry and animation buffers losslessly with EXT_meshopt_compression while deduplicating identical vertices and compacting redundant animation keys. In Three.js, attach MeshoptDecoder to GLTFLoader — or use the ready-made load-asset.js module included in MeshEdit's game package.
Can I rig and animate low-poly characters directly in the browser?
Yes. Build joint hierarchies, bind meshes with nearest, chain, surface or region weights (up to four joints per vertex), pose limbs with IK, author sparse Bézier/eased/STEP keyframes or procedural gait loops, and export an animated GLB.
What is included in the 5-file Three.js game asset package?
Packaging downloads an optimized animated GLB, the editable .meshedit.json source project, asset-report.json with triangle/draw/texture checks, conservative rest-pose colliders.json boxes, and a Three.js load-asset.js loader configured for meshopt.
Does exporting GLB keep my modifier stack and construction history?
GLB stores evaluated triangles, materials, skins and sampled clips for runtime engines. Always save the .meshedit.json project alongside your GLB so base quads, named loft sections, UV seam intent and editable modifiers remain intact.