Assets
Your library of 3D models, images and textures, how files get in, and where they actually live.
Uploading and managing images, 3D models, textures, and other media files.
View all tagsYour library of 3D models, images and textures, how files get in, and where they actually live.
How a Bitbybit script loads files and sends them out - project assets in the cloud or in this browser, files fetched from a URL, downloads, and the conversions between File, Blob and byte arrays - with a table of every function.
The recommended way to give scripts their files - add them to the project, kept in this browser or in the cloud, load them by name or title, and take them along when a project in this browser moves to the cloud.
Learn how to host Bitbybit assets on your own CDN infrastructure for improved reliability, performance, and control.
Learn how to upload a local glTF (.glb) file to your browser storage and then import and display it in Bitbybit using Rete, Blockly, and TypeScript editors.
Learn how to upload a local STEP (.stp) file to your browser storage and then import, parse, and display it in Bitbybit using OCCT with Rete, Blockly, and TypeScript editors.
The three file size limits in 3D Bits - Composer's warning bands, the iPhone Safari block on the storefront, and the upload cap - and exactly what each one does.
The browser asset catalog keeps files in this browser for every script you open here - the quick way to test a file in any project - why it cannot move to the cloud, and when to add the file to its project instead.
Add files to a cloud project on bitbybit.dev - Add files under the project's Files, a title for each file or one for all, the limits your plan sets - and copy a file's address to use it elsewhere.
Upload a file to this browser's local asset storage with the editor's Assets dialog - name it, choose or drop the file, upload - and read it in any script you open in the same browser.
What cloud assets are on bitbybit.dev - the files of a cloud project, which every script of that project can load - what they are good for, who can read them once a project is shared, and which file formats to prefer.
Use an image from a cloud project's files as a texture on bitbybit.dev - load the file, make an object URL, a texture and a material, and put it on a mesh - in Rete, Blockly and TypeScript.
Load the files of a cloud project in Rete, Blockly and TypeScript scripts on bitbybit.dev - a glTF model straight into the scene and a STEP part through the CAD kernel - with a running preview of each script.
What an asset is on bitbybit.dev, the file types it can be, and where to keep one - with its project, in the cloud or in this browser, which is the recommended way, or in the browser asset catalog for quick tests.