GLB/GLTF 분석 및 최적화

브라우저에서 GLB와 GLTF의 메시, 텍스처, 애니메이션, 스켈레톤을 분석하고 최적화합니다.

How to use the GLB/GLTF Optimizer

Load one GLB, or a GLTF with every referenced resource. Inspect triangles, estimated draw calls, texture GPU memory, animations, skins, and validator output before optimizing a copy.

Safe cleanup and compression

Start with Prune, Dedup, and Resample. Meshopt is appropriate when the deployed Three.js runtime registers its decoder; Draco must also be tested with its matching runtime decoder. Check animation, skin deformation, materials, and texture channels after every result.

GemSlasher Cyan case study

Measured 2026-07-27: the 12.53 MiB Cyan player GLB has 39,499 triangles, one estimated draw call, five animations, one skin, and three 2048 px textures with an estimated 64 MiB texture budget. Safe cleanup produced 12.00 MiB (−4.2%); Meshopt produced 9.27 MiB (−26.0%) while retaining those structural counts.

FAQ

The smallest file is not automatically the fastest result: transfer size, decoder work, texture memory, draw calls, and GPU workload are separate costs. Keep the original model and test the deployed game after optimization.

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