Custom 3D Models

Import a GLB into Model Pulse or Daft Time, prepare animated meshes, and choose model detail that stays responsive.

Model Pulse turns your uploaded model into surface particles, including particles that follow an embedded animation. Daft Time uses the same upload control to render your model's shape in its liquid-chrome look.

Import a Model

  1. Open Model Pulse, then open CUSTOM MODEL in its settings. In Daft Time, first choose MESH MODE → MODEL.
  2. Click UPLOAD MODEL (.GLB) and choose a self-contained binary glTF file.
  3. Wait for the model check. When it succeeds, the MODEL selector switches to MY MODEL (UPLOADED) and the filename appears above REPLACE MODEL and REMOVE MODEL.

A rejected file shows an explanation and keeps your previous model. Replacing an upload checks the new file before changing the current model. You can choose a built-in model at any time; your upload stays available in the selector until you remove it.

The Daft Time model-upload workflow

Models That Work Best

Start with a clean mesh whose outline reads well at a distance. A model with a clear silhouette and moderate detail usually makes better particle art than a very dense scan. Keep separate parts named when preparing a model, and apply its scale and rotation before exporting.

RequirementSupported
File formatSelf-contained binary glTF 2.0 (.glb)
File sizeUp to 30 MB (31,457,280 bytes)
GeometryTriangle surfaces; up to 200,000 triangles across the complete scene
Animation in Model PulseEmbedded skeletal, morph-target and transform animation; the first clip plays
CompressionUncompressed mesh data; Draco and meshopt compression are rejected
Surface stylingThe visualizer supplies its own particle or chrome styling; original textures are ignored

Point-only clouds, line-only models, missing geometry, invalid coordinates, unsupported required extensions and models with excessive hierarchy or animation data are rejected. GPU-instanced meshes need to be converted to ordinary mesh instances before export.

For the most responsive camera moves and animated particle surfaces, aim substantially below the triangle limit. Textures do not improve either visualizer's shape treatment, so remove them before export to reduce file size.

Daft Time supplies the surface treatment

JSON .gltf files, .fbx, .obj and ZIP archives cannot be uploaded through this control. OSC-1's 3D import also accepts a glTF file together with its local BIN files, or a folder containing that bundle.

Export from Blender

  • Use glTF 2.0, then choose glTF Binary (.glb).
  • Include the visible mesh and, for an animated model, its armature or shape keys and animation.
  • Apply the intended scale and orientation. Check that the mesh has a visible size and that its animation plays correctly before export.
  • Leave Draco or other mesh-compression options off.
  • Apply procedural instances to ordinary meshes. Use a Decimate modifier when the complete exported model exceeds the geometry limit.

Animated Models in Model Pulse

For an animated upload, ANIMATION SPEED changes the embedded motion: 1 is the original speed, 0 holds its current pose, and higher values play faster. Static uploads do not show this control. Traveling deformation and beat-driven particle growth and glow layer onto the moving surface.

Jellyfish-specific bell, tentacle and swimming controls apply to the built-in jellyfish. An arbitrary imported model uses the general surface and camera controls.

Daft Time uses the uploaded shape rather than playing its embedded clips.

Local Availability and Removal

The file is stored locally in this browser and is never uploaded to a server. It survives reloads on the same browser and device. It does not follow you to another device, a private window or another browser, and clearing site data removes it.

Reset to Defaults keeps your uploaded model available. REMOVE MODEL deletes that upload; if it was selected, the visualizer returns to its built-in default. Removing an upload while viewing a built-in model keeps the built-in selection.

Uploads stay in this browser

Troubleshooting

Rejected files show an explanation
What happensWhat to try
The file is not a valid GLBExport binary glTF 2.0; renaming another file to .glb does not convert it.
The file exceeds 30 MBRemove textures and unused objects, then reduce mesh detail.
Compression or a required extension is unsupportedExport an uncompressed GLB and apply unsupported procedural features to the mesh.
The scene exceeds 200,000 trianglesCount all exported meshes, not just the selected object, and reduce their combined detail.
Invalid coordinates or animation dataApply transforms, check animation keyframes and export again from the modeling application.
The upload is unavailable on another browser or deviceImport the file again there; browser-local uploads do not sync.

For particle response and camera controls, see Model Pulse. For the liquid-chrome treatment, see Daft Time.