3D Models

3D Models

3D models are used in workflows so that users can see a realistic replica of their chosen product update in real time. This is important when creating a memorable experience for your customers.

3D models can be any kind of product, and come in any shape or size. If you'd like to see some examples of models check out our demo site.

All models must be GLB's for them to work. You can create these models yourself using programs such as Blender, Autodesk Maya and more. Alternativly there are many sites out there where you can purchase 3D models such as Turbosquid, CG Trader, etc. If neither of these options suit you Spiff can design 3D models to your exact needs to find out more please send us an email or submit an asset request with a detailed description of what you require.

If you'd like to start setting up workflows now Spiff provides all merchants with a library of models that can be found in their asset gallery by checking the public assets check box. You can also upload as many models as you like using the Create New Asset button in the top right.

Building 3D Models

When building 3D content for Spiff the following workflow must be used.

  1. Build content in Blender (or whatever software you are using) including meshes, animations and materials
  2. Export to GLB
  3. Test GLB file by uploading to the Bablyon Sandbox
  4. Submit both the GLB exported file as well as the .blend file


  1. A .blend file
  2. A .glb file.
  3. Models

Best Practices

Please follow best practices when building models. Ensure that:

  1. Models have no NGons
  2. Models have a low poly count as we target mobile devices
  3. Models have their normals calculated correctly and facing out
  4. Models have no doubles
  5. Models have their scale, position and rotation all applied. Ensure doing this before UV unwrapping
  6. Models have any unnecessary faces removed
  7. When exporting a model you will also need to tell us how to frame the model in the scene. This will allow our camera to correctly point at the model. In order to do this you must add a _t after the name of any model that should be framed in the centre of the scene. Doing this on the mesh in blender will ensure that the name will be correctly set in the exported GLB file.

Materials and Textures

Models must include materials applied to all of their faces. GLB supports multipule materials per mesh so assigning materials to different faces is valid. Depending on the content different materials will need to be used. All materials should use PBR rendering. It is recommended to use the principled BSDF node however the custom nodes provided by the KhronosGroup are also valid. See the glTF blender exporter documentation for more details on using these nodes.

Models can contain a mixture of both static and dynamic textures. In this use case a static texture is defined as any texture that is exported with the GLB file. Avoid using too many of these as they make the GLB export bigger. A dynamic texture is a texture that is created in realtime as the user updates their design. The spiff software will build up a PNG image texture that will be updated based on a user controlled design. In order for the spiff software to be able to replace this realtime texture the software needs to be able to resolve the material within the scene in order to work. Because of this limitation materials must be named after the panels they represent. Spiff will provide these panel names as they will depend on what is being modelled.

UV Maps

As mentioned above the spiff software will provide textures that are built dynamically and updated on the model in real time. These textures will be created based on a prebuilt paper form. This paper form describes where different parts of a paper product are cut and folded, think origami instructions. For a user to see their final product in real time all UV Maps will need to be set up based on this predefined form.


Please ensure that no cameras are exported in the GLB. It would be best to remove the camera from the scene in blender as rendering form Blender is not required.


Please ensure that all animation clips exported run for the same length as the spiff engine will play everything as one long animation.


To export in blender 2.8 select "File" > "Export" > "glTF 2.0". In this screen ensure you have the following settings configured in the bottom left corner.

General: "+Y Up" Checked Meshes: Ensure that "UVs", "Normals" and "Vertex Colours" are selected. Objects: Nothing should be checked Materials: Ensure that "Materials" is selected Animations: Ensure the following is selected "Animations", "Limit To Playback Range", "Always Sample Animations", "Skinning", "Shape Keys", "Shape Key Normals". Also ensure that keyframes start at 0 is unchecked.