Sculptor

FBX viewer

Open an .fbx and watch it move. If the file is animated, the clip plays right here — a fast way to check a rig or a Mixamo download before it goes anywhere near Unreal, Unity or Maya. Nothing is uploaded.

Sample model — drop your own FBX

The .fbx is parsed locally and never uploaded. Animated files play their first clip automatically — the quickest way to confirm the motion survived export.

FBX carries the whole rig

Where STL and OBJ are just a mesh, an FBX is the whole package Autodesk built for game and film pipelines: the geometry, the skeleton, skinning weights, the animation takes, materials, even cameras and lights. That's why it's the default hand-off between Maya, 3ds Max, MotionBuilder and the engines — and why Mixamo, mocap services and the asset stores ship characters as FBX.

It's also why an FBX can't just be “looked at” the way a static mesh can — the interesting part is whether it moves correctly. That's the whole point of playing the clip here: a rig can look perfect in a T-pose and fall apart the moment a shoulder rotates.

What I check on an FBX

1. Does it actually animate
If the file carries a clip, it plays here automatically (look for the ▶ Animation tag). No motion means the rig or the animation didn't make it into the export.
2. The scale trap
FBX often exports in centimetres. Unreal treats 1 unit as 1 cm and Unity as 1 m, so the same file can land 100× off. If the size below looks wildly large or small, that's units, not a broken model.
3. Poly count for real-time
A hero character is usually tens of thousands of triangles, not millions. The count below tells you whether a marketplace FBX is game-ready or a raw sculpt that needs retopo.
4. Textures — embedded or not
Some FBX files embed their textures, many don't. If it renders flat here, the maps live in a separate folder your engine will need alongside the file.

FBX vs the open formats

FormatRig / animationOpen standardBest for
FBXYes, fullNo (Autodesk)DCC ↔ engine hand-off, mocap
glTF / GLBYesYes (Khronos)Web, AR, shipping to engines
OBJNoYesStatic mesh interchange

FBX is unbeatable inside the Autodesk-to-engine pipeline. The moment a rigged model needs to go to the web, convert it to glTF — same animation, an open format.

How to view an FBX file

  1. 1Click “Open FBX file,” or drag your .fbx onto the viewer — it loads locally, with no upload.
  2. 2If it's animated, the first clip plays automatically; drag to orbit and watch the deformation.
  3. 3Read the size and triangle count below to catch the centimetre scale trap and gauge whether it's game-ready.

FBX viewer — FAQ

Does the animation actually play in this viewer?
Yes. If the FBX carries animation, the viewer plays its first clip automatically so you can watch the motion, not just the pose. An ▶ Animation tag appears on the model when a clip is playing.
Why does my FBX import 100× too big (or tiny)?
It's almost always units. FBX commonly exports in centimetres; Unreal reads a unit as 1 cm and Unity as 1 m, so a character can arrive 100× off. Fix it at export (set the FBX units) or apply an import scale — the model itself is fine.
It only plays one animation — where are the others?
An FBX can hold several clips; this viewer plays the first one as a quick “does it move” check. To switch between clips or scrub a timeline, import it into your engine or a DCC app — that's what the full pipeline is for.
Can I use an FBX on the web?
Not directly — FBX is Autodesk's proprietary format, heavy and not web-native. Convert it to glTF/GLB, which keeps the mesh and animation in an open format browsers and engines load directly. There's a converter for that below.
Why is my FBX file so large?
FBX is binary and often bundles embedded textures plus full animation data, so files get big fast. If it's headed for the web, converting to GLB with compressed textures usually shrinks it dramatically.
Does it draw the skeleton / bones?
It plays the skinned animation so you can judge the rig by how the mesh deforms, but it doesn't draw the bone hierarchy itself. For bone-level inspection, open it in Blender or your DCC tool.

Do more with your FBX

Take the rig to the web, pull out the static mesh, or open another format.

Need a character to rig?

Generate a 3D model from a prompt or a photo with Sculptor, then auto-rig and animate it — and open the result right back here.

Generate a 3D model