Splattic · Public Beta 1.4.0 · 2026

Splat glTF/GLB editor for 3D Gaussian splats, glTF/GLB/FBX meshes, and web AR

Combine 3D Gaussian splatting (3DGS) environments with animated glTF, GLB, and FBX models—including multiple animation clips—in one in-browser viewport. Light meshes, edit splats, keyframe motion, and package results for clients without a full DCC pipeline.

Put splats and meshes on a webpage via standalone HTML zip, or ship mobile web AR with SLAM, image targets, and finger/touch gesture Actions that drive clips—plus restorable Scene zip and presentation movies from the same scene. On mobile, empty-start Guided tour walks new users through sample scenes and AR packaging.

Import → Build → Preview → AR test → Export → Share

3DGS, splat editing, and splats on a webpage

Searchers often arrive asking for a splat editor, an in-browser splat viewer, or a way to show Gaussian splats on a website. This app is a full staging editor—not only a passive viewer—built for artists shipping AR and client review.

3D Gaussian splatting (3DGS) scenes import as PLY, compressed PLY, .splat, .ksplat, .spz, .sog, and related formats. You can simplify splats for mobile AR, tune display modes, and composite splats with rigged glTF, GLB, or FBX characters—including multi-clip animation—in the same timeline.

To publish splats (and meshes) on a static webpage without a game engine, use Export as HTML zip: an offline folder with index.html, consolidated GLB, HDR/sky sidecars, splats, lights, and movies—host anywhere that serves static files. For editable hand-offs, use Scene (zip) with JS/JSON sidecars.

glTF, GLB, and FBX: lighting, shadows, and multi-clip animation

A browser glTF/GLB editor needs more than import—this one exposes mesh IBL, HDR environments, Outliner lights, material slots, and a full timeline for animation clips and scene audio.

Open glTF (JSON, with optional sidecars), single-file GLB, or FBX from Maya and other DCCs via File → Open, Import, or drag-and-drop—static meshes or skinned characters with joints, textures, and multiple animation clips listed under Model Info → Animation, in the same scene as glTF/GLB and 3DGS. Inspect materials in the Tools Window, adjust environment lighting and shadows, then export. The Timeline offers Dope Sheet and Graph Editor keying plus a Tracks Editor: drop clips onto stacked rows, overlap them for smooth crossfade playback, toggle per-character Active so Timeline or Model Info drives the viewport, and use Export Anim for GLB / glTF / FBX over the timeline range—see Editor windows and tools below.

FBX helps when your pipeline still expects Autodesk’s format: bring existing characters and props—with their clip lists intact—into the same scene as splats and glTF, review and animate in the browser, then use Export Selection to send FBX + separate textures back to a game engine or DCC—or glTF/GLB instead. Full-project save stays File → Save → Scene zip (not FBX).

Export Selection writes the picked mesh or splat to GLB, embedded glTF, a zip with .gltf, .bin, and separate texture files, FBX with separate textures, or splat formats—useful for iterative hand-offs on static hosts.

Web AR editor: image-target AR, SLAM, and touch gesture Actions

Export paths turn the same splat + glTF/FBX scene into hosted web AR—no native app store build required when you serve the AR zip over HTTPS.

Image-target (image-based) AR anchors content to a known marker image—ideal for print, packaging, or calibrated target sheets. SLAM-based (world-tracking) AR places the scene on detected floors and surfaces when you do not have a fixed marker—better for room-scale walk-throughs. In Windows → AR Experience, pick World Placement or Image Target, author Default / On-start and Action rows (clips, movies, bed audio), optional LINK BUTTON HUD links (up to eight, with multi-line titles, preview zoom, and per-button visibility), optional Two-finger rotate on World Placement, and bind finger/touch gestures so viewers drive content in Preview 3D and in the exported AR zip. After Tomoe placement, the editor world origin aligns on the fiducial (no automatic bbox grounding). Mixed mesh + splat scenes honor Shadow Catcher depth over splats in Preview and export.

Workflow: stage splats and glTF/GLB/FBX → author gesture Actions → simplify splats if needed → Export AR zip → unzip on your HTTPS host → open on iOS Safari or Android Chrome with camera access. See also FAQ for format and beta status questions.

Dynamic objects and particle effects for web AR

Make AR scenes react: objects that fall, bounce, and get thrown or pushed by a tap or swipe, plus snow, rain, sparkles, and fire—authored in the editor, no code required.

Physics by naming. Rename any primitive or imported glTF/GLB/FBX with the prefix DYN_ to make it a rigid body, or COL_ to make it an invisible static collider (a floor, table, or wall). Dynamic objects also land on Splat Collision meshes and an optional ground plane. Test it in Scene Settings → Physics with Simulate, Throw, and Reset, and tune gravity, bounce, friction, and throw speed. Objects reset to their authored pose before every save and export.

Per-object feel and animated colliders. In Model Info → Physics, give each DYN_ object its own Body shape (Sphere for balls that roll smoothly), Mass, Bounce, Friction, and drag. Turn on Skinned collider for an animated character so thrown objects bounce off the moving body, or let a COL_ object Follow bone (a bat, shield, or hand). A Physics hit row plays a clip, sound, or movie when an object hits—throw a ball and the character reacts.

Particles. Add Particles creates an emitter from presets—Snow, Rain, Falling leaves, Sparkles, Dust, Confetti, Fire, Smoke, Magic trail, and Burst. Adjust emission, shape, gravity, wind, turbulence, sway, colors, and size; use billboard, tumbling-card, or velocity-streak sprites, or load up to four of your own card textures. Particles can bounce off or die on collision meshes and are occluded correctly by splats in AR.

Driven by gestures. Every AR gesture row can Drop, Throw a copy (follows the swipe, optional Speed from swipe and Lifetime), push in the Swipe direction, Push the tapped object, or Reset—and burst, play, or stop particle emitters at the same time. Physics and particles run in Preview 3D, the exported AR zip, and HTML zip (mouse click, drag, and W/A/S/D stand in for touch). Full guide: Help → Dynamic & Particle.

Export splats and glTF/GLB: HTML zip, AR zip, and Scene zip

Share Gaussian splat and glTF/GLB work with clients—from standalone HTML on a webpage to hosted web AR—without leaving the browser editor. File → Save quick-saves Scene zip when the project came from a zip on disk; exports and Save Selection still use Save file confirm (edit the name, then native Save as or download).

Export as HTML zip

File → Export as HTML zip… builds an offline viewer with meshes in one GLB, HDR/sky sidecars, movies, splats (pick sidecar format when the scene includes splats), viewport post-processing, lights, timeline data, physics, and particles. Fully unzip before opening the HTML.

Export AR zip

File → Export AR zip… or the AR panel packages index.html, scene GLB/JSON, splats, Movie video sidecars, gesture Actions, physics, particles, LINK HUD, and runtime for iOS Safari and Android Chrome. Optional Optimize movies for web (H.264 MP4) converts iPhone .mov / WebM in the browser before packing. Host on HTTPS after unzipping.

Scene (zip)

File → Save quick-saves Scene zip (overwrite when opened from zip); Save As… picks a new path. Stores GLB + JS + JSON with lighting, shaders, splats, and sidecar media so you can reload the full project or hand off a restorable package.

Export Selection

File → Export Selection… exports just the selected mesh or splat—GLB, embedded glTF, glTF + separate textures (.gltf and image files; geometry and animation in the JSON), FBX + separate textures, or splat formats—with in-browser conversion on static hosts.

Screen record & stills

Top-bar Capture opens a crop frame—presets, custom resolution, WebM/MP4, and JPEG/PNG stills. Gizmos hide while recording for clean presentation movies.

In-editor AR preview

AR Experience → Preview 3D composites your scene over a live webcam on desktop—same scale, layout, and finger/touch gesture Actions as the mobile AR package.

Import → Build → Preview → AR test → Export → Share

Editor windows: splat tools, glTF lighting, and AR packaging

Floating panels extend the viewport—same names as Windows in the editor. Inspect splats and glTF/GLB meshes, simplify for mobile AR, animate, and use Scene Analyze to check a selection before HTML, mobile, or AR export.

Windows → Tools Window

Model Info & Scene Settings

Outliner hierarchy, transforms, materials, animation clips (including multi-clip FBX/glTF lists), audio, environment lighting, and Post-Processing Filters (Bloom, FXAA, depth of field, pixelation, color grading / LUT). Drag section headers to reorder; collapse with the header control.

Windows → Timeline

Dope Sheet · Graph Editor · Tracks

Keyframe diamonds and channel curves, plus a Tracks Editor with one glTF clip per stacked row, overlap crossfade, scene audio strips, per-character Active (Timeline vs Model Info playback), and Export Anim to GLB / glTF / FBX for the selected character and frame range.

Windows → Splat Simplify Tool

Original vs simplified splats

Side-by-side previews, Mobile AR targets (~150K splats), kNN merge, opacity prune, and SSIM quality check—runs in-browser on static hosts or via local API.

Windows → Scene Analyze

Scene report & selected-object checks

Scene tab: scene-wide HDR, mesh/material, texture, animation, and splat stats. Selected object tab: the current pick (glTF/GLB/FBX meshes with skinned-mesh and UV-set detail, splats, lights, cameras, groups) plus optimization suggestions—pick desktop, mobile web · phone, Web AR image target or SLAM, or standalone HTML review for recommended vs max budgets and text-only tips. No auto-optimize.

Windows → Performance

FPS gauge & scene load

Frame time, GPU estimate, draw calls, and heap when available. Minimize to a compact HUD in the top bar while you tune splat budgets for mobile AR.

Windows → AR Experience

Preview 3D · gestures · LINK BUTTON · Export zip

Desktop Preview 3D (webcam + gesture help with W/A/S/D swipes; touch-only on phone) or Start AR on device. Author Default / On-start, Action rows (animation, audio, physics, and particle actions), and up to eight LINK BUTTON HUD links. Exported zip matches layout; mobile HUD shows authored links, audio / mute, and Exit AR. Powered by 8th Wall (HTTPS on device).

Future Implementation

Splat Collision

Generate an invisible collision mesh from a 3D Gaussian Splat in the browser—Object, Ground, and Room modes, adjustable voxel size, and floater removal—packed into Scene zip and AR zip so AR experiences can raycast for ground, walking, and teleport. Currently inactive in the editor (shown greyed out under Windows).

Frequently asked questions

Short answers about how the browser editor works today. Details may change during the public beta.

  • What is 3DGS and how is it different from a mesh in glTF?

    3DGS (3D Gaussian Splatting) stores a scene as many 3D Gaussians—common imports include PLY and compressed splat files. glTF and GLB carry triangle meshes, PBR materials, and animation clips. This editor stages both in one viewport for review, animation, and AR export.

  • What is the difference between glTF and GLB?

    Same format, different packaging. glTF and GLB both follow Khronos glTF 2.0—the same meshes, materials, skins, and animation clips. A .gltf file is readable JSON that usually references an external .bin for geometry and separate images for textures (or embeds those bytes in the JSON). A .glb wraps the JSON and binary chunks into one download-friendly file.

    In this editor: File → Open (or drag-and-drop) accepts .gltf with sibling .bin and texture files, plus single-file .glb. File → Save → Scene zip saves the whole project (GLB, sidecars, splats, timeline)—not a raw .gltf or .glb mesh export by itself.

    File → Export Selection (picked mesh) writes: .glb — one self-contained GLB; .gltf — one JSON file with mesh, skin, and animation embedded (textures embedded too); glTF + separate textures — a zip with name.gltf, name.bin, and image files (standard multi-file glTF for DCC tools). Export as HTML zip and similar share paths usually consolidate meshes into GLB.

  • Image-target AR vs SLAM (world-tracking) web AR—when do I use each?

    Image-target AR tracks a known marker image—useful for print, packaging, or calibrated targets. SLAM world-tracking AR places content on detected surfaces without a fixed marker—better for room-scale previews. The exported AR zip includes pages for both; host on HTTPS for mobile browsers.

  • Do I need to install software to use the editor?

    No. The editor runs in a modern web browser. Core import, editing, and many exports work without a backend; optional local Python helpers can accelerate some splat operations when you run the project locally.

  • What file formats can I open?

    Meshes: glTF, GLB, and FBX (static or skinned mesh, joints, textures, and multiple animation clips under Model Info → Animation). Splats: PLY, compressed PLY, .splat, .ksplat, .spz, .sog, and related formats documented in the editor help. Open via File → Open, Import, or drag-and-drop. Scene zip packages saved from this app reload the full project.

  • Is there an onboarding tour for new users?

    Yes. Open the editor with ?empty=1 and use sample cards, or choose Help → Guided tour… anytime. On mobile you pick Character animation (robo_touchGesture) or Video screen (VideoScreen_Rise). The overlay highlights each control; Back and Next move between steps while you can still interact with the UI.

  • How do I share a web AR experience?

    Use File → Export AR zip… or the AR Experience panel. Set a default / On-start action and bind finger/touch gestures to Action rows so tap (and related inputs) drive animation clips in preview and in the zip. For Movie materials, enable Optimize movies for web (H.264 MP4) when prompted so phone browsers play video reliably. Unzip and host on HTTPS so mobile Safari or Chrome can access the camera. The package includes SLAM (world placement) and image-target AR pages powered by 8th Wall.

  • How do I make objects fall or add snow and sparkles in AR?

    Rename a mesh with the prefix DYN_ to make it fall and bounce, and COL_ to make an invisible floor or wall it lands on. Use Add Particles for effects such as snow, rain, sparkles, confetti, or fire. In the AR Experience panel, bind gestures to Drop, Throw a copy, Push tapped object, or Burst particles. Both work in Preview 3D, the AR zip, and HTML zip—see Help → Dynamic & Particle.

  • Is this a finished commercial product?

    No. It is experimental public beta software from an artist-led R&D project. Features may be incomplete or unstable and the app is provided as is, without commercial support.

About this project

Aligned with the in-editor About dialog—artist-led R&D for AR production and client presentation.

This editor began as an internal research project, built with AI-assisted tooling by an artist exploring practical AR and presentation workflows—not as a replacement for full DCC packages such as Maya or Blender.

Use the viewport for staging glTF/GLB/FBX meshes and Gaussian splats; open floating windows when you need analysis, simplification, animation, or AR packaging.

Project status

Public Beta 1.4.0 · Publish 2026. It is not a supported commercial product. Features may be incomplete, unstable, or behave differently than expected. We welcome feedback as development continues.

Sample scenes may include third-party animation and audio for demos—see Legal · Sample content before shipping exports that still contain them.

  • Gaussian splat and glTF/GLB/FBX mesh import in one scene (FBX with multiple animation clips)
  • Materials, mesh IBL, Outliner lights, splat display modes, and viewport post-processing
  • Timeline, Tracks Editor, material timeline keys, and scene audio
  • SLAM and image-target web AR with gesture Actions, multi LINK HUD (preview zoom), optional World two-finger rotate, and world-origin Tomoe placement
  • Physics (DYN_ / COL_, per-object settings, skinned colliders, hit triggers) and particle effects in Preview 3D, AR zip, and HTML zip
  • HTML / AR / Scene zip export (audio saved as MP3), splat format chooser, Save file confirm on exports, Export Selection, and screen recording
  • Empty-start Guided tour (mobile: Character animation or Video screen samples) with Back / Next and AR Start AR pinned on long panels
  • In-editor help (F1, including an Engineer tab for Scene zip hand-off) and Changelog for Public Beta 1.4.0 release notes
Experimental software. Artist-led R&D for AR production and client presentation. Unsupported, provided as is, and may contain bugs or unexpected behavior. Use at your own discretion. Feedback welcome. © 2026 TACTIC.