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About this viewer
GLB Viewer
The Character XYZ GLB Viewer opens .glb files in a web browser and reports what is inside them — meshes, materials, textures, the skeleton, morph targets and animation clips — along with a validation report from the official Khronos glTF validator. Draco, KTX2 and meshopt compression are all decoded. The file is read on your own device and is never uploaded.
.glb/Draco, KTX2 and meshopt decoding
Reports
What you can inspect
- Khronos validation report
- Runs the official glTF validator over your file and lists every error, warning and hint with its severity and the node it came from.
- Skeleton and rig
- Every bone by name with the count, plus an overlay drawn over the model, so you can tell a 9-joint production rig from a 92-bone Rigify export without opening Blender.
- Morph targets
- Every morph target by name, grouped per mesh, each with a live weight slider so you can drive a shape and see it move.
- ARKit-52 blendshape check
- Which of the 52 standard ARKit blendshapes your model has and which are missing, broken down by facial area — the answer to why a face will not drive from a phone capture. It reads the common naming conventions, and names the facial set your file is using when it turns out not to be ARKit's.
- Textures and VRAM budget
- Each texture with the slot it fills and its resolution, plus an estimated GPU memory total, so you can see which map is blowing the budget.
- Animation clips
- Every clip in the file with its real duration, playable with speed and looping — including takes that ship as separate GLBs. Clip changes use inertial blending, so a limb's motion carries through the cut instead of stalling at it.
- Mesh statistics
- Vertex and triangle counts, material and texture counts, bone and morph-target counts, and the model's bounding dimensions.
Questions
Frequently asked questions
What is a GLB file?
A GLB is the binary form of glTF 2.0: the scene description, the geometry buffers and the textures packed into one file. It is what most tools export for delivery, because a single file cannot arrive with its textures missing the way a .gltf and its siblings can.
Why does my GLB open somewhere else but not here?
The usual cause is compression. A GLB can be Draco-compressed, meshopt-compressed, or carry KTX2 textures, and a viewer without those decoders shows nothing or an untextured mesh. This viewer wires all three, so a compressed export opens the same as an uncompressed one.
How do I check whether my GLB is valid?
Open the inspector and run the validation report. It runs the official Khronos glTF validator over the original bytes and lists every error, warning, info and hint with the JSON pointer it came from — for example an unused TEXCOORD accessor, with the hint to re-export with 'purge unused' enabled.
Elsewhere
Other formats
Drop a 3D model here
or choose a file — nothing is uploaded
Your file never leaves your browser. There is no upload, no account and no server-side processing.