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3D Viewer
The 3D Viewer is used to inspect supported mesh assets directly inside Getting Up Modding Tool.
The screenshot below highlights the main areas of the viewer.

The viewer supports mouse-based camera controls.
- Left mouse button: rotate around the model
- Right mouse button: pan the camera
- Mouse wheel: zoom in and out
These controls make it possible to inspect the model freely from any angle.
The camera presets provide quick access to standard viewpoints.
Available presets include:
- Front
- Back
- Left
- Right
- Top
- Reset
Use Reset to restore the default camera position.
The export area is located in the top-right corner of the viewer.
Supported mesh export formats include:
- OBJ
- glTF
- GLB
Select the desired format from the dropdown menu, then click Export.
See Export Overview for more information.
The Animation & display menu contains controls related to animation preview and model display options.
Depending on the loaded asset, this area can be used to manage animation-related display settings.
Experimental: Animation playback is still under development and may not reproduce the complete in-game animation system.
See Animation Preview.
The 3D viewport is the main area where the selected model is displayed.
It can be used to inspect:
- Geometry
- Character proportions
- Mesh parts
- Materials
- Textures
- Skeleton-related data
The viewer can display both character meshes and other supported 3D assets.
The right-side panel contains several inspection tabs:
- Sections
- Inspector
- UV / Texture
- Bones
The Sections tab lists the mesh sections and their associated materials.
You can:
- Show or hide individual sections
- Show all sections
- Solo a specific section
- Inspect section names
- Inspect material assignments
This is especially useful for character meshes containing multiple body parts, accessories or material groups.
The Inspector tab provides additional information about the selected mesh or section.
The UV / Texture tab is used to inspect UV mapping and associated textures.
This can be useful when investigating:
- Texture placement
- UV mapping problems
- Material assignments
The Bones tab provides access to skeleton and bone information for supported skinned meshes.
This is useful for:
- Character inspection
- Skeleton analysis
- Animation compatibility
- Reverse engineering
The bottom area of the viewer displays technical information about the currently opened mesh.
Depending on the asset, this can include:
- Vertex count
- Triangle count
- UV count
- Normal count
- Skinning data
- Bone count
- Section count
- Material count
- Texture count
The lower timeline area is used when animation data is available.
Note: Mesh exports use the default bind pose. The animation currently displayed in the viewer is not exported.
- Open a supported mesh.
- Rotate or zoom the camera to inspect the model.
- Use camera presets if needed.
- Toggle mesh sections.
- Inspect materials and textures.
- Inspect the skeleton when available.
- Preview compatible animations.
- Select an export format.
- Export the mesh.
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