Reference · updated 20 October 2026

3D formats store different things. Convert with that in mind.

Most “the file did not survive” complaints are format mismatches: the target cannot hold what the source contained. This page lists what each format carries, in the order people meet them.

What each format carries
FormatCarriesDropsTypical use
STLTriangles, optional normalsColour, materials, units, names, animation3D printing; the lowest common denominator
OBJVertices, faces, texture coordinates, normals, .mtl referencesAnimation, rigging, scene hierarchy in practiceExchanging static meshes between DCC tools
PLYArbitrary vertex properties: position, colour, normals, confidenceFaces in some point-cloud exports; materialsScans, photogrammetry, point clouds
GLB / glTFMesh, PBR materials, textures, animation, scene graphAlmost nothing; the most complete open format hereWeb viewers, real-time apps, game engines
FBXMesh, materials, rigs, animation, cameras, lightsPortability: versions and exporters differ widelyAnimation and game pipelines
3MFMesh, units, parts, colour, print settingsAnimation; some slicers ignore advanced extensionsModern 3D printing exchange
DAEMesh, materials, animation, scene graph (XML)Popularity; tool support is uneven todayLegacy interchange, some CAD handoffs
STEPExact CAD geometry (B-rep), units, tolerancesTessellation state, materials as mesh tools understand themEngineering exchange; not a mesh format
Mesh vs CAD

STL, OBJ, PLY, GLB, FBX, 3MF and DAE describe surfaces as triangles. STEP describes exact geometry as boundaries and curves. Converting STEP to a mesh is a tessellation decision, not a file-format switch: the result depends on the tolerance you choose.

Picking a target format

Verification checklist after converting

  1. Triangle count. Compare before and after. A large unexplained drop means geometry was not read.
  2. Bounding box. Compare dimensions with the source; a silent unit change shows up here first.
  3. Normals. Look for black patches or inverted faces in the target viewer.
  4. Manifold check. Non-manifold edges print badly; most slicers flag them.
  5. File size sanity. Binary STL is 50 bytes per triangle plus an 84-byte header — a quick integrity check.

Guides on this site

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