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No textures yet — use Browse files or Import in the Textures panel.
Save the simplified model before closing, or your result will be discarded.
A browser-based editor for Gaussian splats, glTF/GLB meshes, lighting, animation, and AR export.
It builds web AR packages for SLAM-based and image-target experiences, and can publish an HTML page for model review.
Scene zip export includes JavaScript and JSON scene data with lighting and related scene setup for reload and delivery.
DYN_ / COL_): per-object body settings, skinned and bone-following colliders, throw / swipe / push gestures, and physics hit triggers.js and .json scene data, lighting, splats, and restore sidecars (audio saved as MP3)This editor began as an internal research and development project, created by an artist with no prior programming experience who used AI-assisted tools to build practical workflows for AR production and client presentations.
It is not a supported commercial product. Features may be incomplete, unstable, or behave differently than expected. We are actively improving reliability and addressing issues, but the application is provided as is for now.
Please use the editor at your own discretion. Some workflows may change as the project evolves. We welcome your feedback and suggestions as we continue to develop and refine the application.
Legal: Terms, Privacy & open-source notices
© 2026 TACTIC. All rights reserved.
| Draw calls | — |
| Triangles | — |
| Points | — |
| Geometries | — |
| Textures | — |
| Splat scenes | — |
| Gaussians | — |
| Mesh verts | — |
| Mesh triangles | — |
| JS heap | — |
Updates live while this window is open. GPU load is estimated from frame time vs 16.7 ms (60 Hz).
Drag strip edges to trim. Hold Ctrl while dragging edges to retime.
Adjust Volume, then press ◆ Key in the editor to insert a volume key at the playhead. Mono/Stereo and Format apply to playback preview and file export.
Uses composed Tracks evaluation over the timeline Start–End range (overlaps blended).
| File | — |
| Splats | — |
| SH Degree | — |
| Size | — |
| Original | — |
| Simplified | — |
| Splats Reduction | — |
| SH Degree | — |
| Data Reduction | — |
| SSIM Score | — |
| Quality | — |
Camera moved — recalculate for updated score
Preparing AR…
This can take a moment on mobile
Plays once when the scene is live — after SLAM place, image target found, or desktop preview ready — before any touch. Defaults to Start clip using each mesh’s current clip in Model Info (e.g. idle). Choose Off (autoplay all) for the previous behavior.
After place / target found: tap triggers bindings. Clip actions show a Clip panel (dropdown + name). Choose When finished: loop or return to the mesh default clip. Drag clips from Model Info → Animation; drag movies from Textures onto Movie ref.
When gestures switch clips or movies: crossfade skinned clips and fade movie materials. 0 = hard cut (default). Duration = frames ÷ Timeline FPS (Animation panel), or 30 if unset. This control is inactive.
World Placement: move your phone slowly to scan a flat surface, then tap when the Tomoe marker appears. Pinch to scale around the scene pivot. Supports meshes and 3DGS splats (simplify large scenes for better phone performance).
Follow these steps to turn a printed image into an AR marker. Save your work with Save Scene zip to keep the target JSON and images. On desktop you can preview Image Target AR with your webcam after step 2.
Choose the flat image you will print or display — poster, card, book cover, etc. On a phone, use Take Photo to shoot the marker; frame with the quad, Apply for a clean preview, Perspective to re-edit, Reset for the original, then Use Photo.
Image Target preview — this image will be tracked in AR
Pick Wall — XY (Z out) or Floor — XZ (Y up), optional invert X/Y/Z, then Create Target from Image. The target stays in the editor until you Save Scene zip (embeds target JSON + companion images). Preview Image Target works right after create. Image must be large enough for 8th Wall (about 640×480 px minimum in the trackable crop).
Placement is stored in the Scene zip (imageTargets + imageTargetPlacement) and in target JSON metadata (contentPlacement). Wall maps editor XY to the print (Z toward the camera). Floor maps editor XZ to the print (Y up from the surface). Editor (0,0,0) stays at the target center — pose your scene in the viewport.
Status updates below. A full-screen spinner shows while the target is being generated.
Image Target: point your camera at the printed target image. The model appears automatically when the target is detected — no tap needed.
Powered by 8th Wall (free). Meshes and Gaussian splats. Works on iOS Safari + Android Chrome. Requires HTTPS.
Click a light helper in the viewport or Outliner to select. Created in Lighting Edit mode.
Vertical field of view for this render camera. Updates the frustum helper and Camera View (Numpad 0) when looking through it.
The file could not be read. Make sure the server is running and the file exists.
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