The library · D&D 2024 (5.5e)

Bring your own miniatures: importing .glb, .obj, .fbx and .stl

The built-in library covers session one. Sooner or later you want the boss you generated somewhere else, the mini a friend sculpted, or the print file you already own — and the question is whether the table you're playing on will actually take the file you have.

· 5 min read · TerrainTale

The asset shelf with photoscanned props, furniture and lights
Real screenshot from the app.

Formats that work as-is

A wide range of formats imports directly: .glb, .gltf, .obj, .fbx, .stl, .ply, .dae, .3mf, .usdz and more, including files compressed with Draco or meshopt. That covers the common export targets of most 3D tools without asking you to convert anything first — a Blender export, a Meshy generation, a Sketchfab download, or an STL meant for a 3D printer all land the same way, by dropping the file on the window.

The asset shelf with photoscanned props, furniture and lights

What happens after you drop it

Everything imported is converted to a GLB and simplified to the detail budget set in Settings — triangle count and texture size — so a raw photoscan or a dense sculpt doesn't stall the table the way it would if it were left at its original resolution. If a model still looks heavier than you want after that first pass, it can be reduced further from its own menu afterward, without re-importing it from scratch.

No model yet? Use a picture

Not every creature needs a 3D file. Any image can become a standee token with a base — a screenshot, a piece of fan art, a portrait you already have — which covers a monster you haven't modeled and a player character whose player would rather see their own art than a generic mini.

This is often the faster route in practice: a standee takes seconds to set up and reads clearly on a battle map, whereas sourcing or building a proper 3D model of a specific character takes real time. Reach for a full model import when the shape and scale genuinely matter — a boss whose size in the room is part of the encounter — and reach for a standee everywhere else.

Where this sits on the plans

On the hosted site, importing your own model files (and your own token portrait pictures) is a Premium feature — $6 a month or $48 a year — while the built-in library, the builder, play mode and shared rooms are the same on both plans. On a self-hosted copy, importing your own models is open on every plan unless billing is explicitly turned on.

Getting the scale right

The built-in library is authored to a consistent 5-foot grid, so an imported model needs to land at the right real-world size to sit convincingly next to it — a miniature that reads as person-sized rather than doll-sized or giant-sized. Most exports carry real-world units already, so this mostly takes care of itself for files that came from a proper 3D pipeline; a scan or a file with unusual export settings occasionally needs a manual scale check once it's on the table, the same way it would in any 3D tool.

It's worth a glance the first time a new source's export lands on the table — Meshy, Sketchfab and Blender all tend to behave consistently once you've checked one file from each, so this isn't something to re-verify on every single import afterward.

Questions

What 3D file formats can I import?

.glb, .gltf, .obj, .fbx, .stl, .ply, .dae, .3mf, .usdz and more, including Draco- and meshopt-compressed files.

Will a heavy file crash the scene?

No — every import is converted to a GLB and simplified to a detail budget automatically, and can be reduced further from its own menu afterward.

Is importing my own models free?

On the hosted site it's a Premium feature ($6/mo or $48/yr). On a self-hosted copy it's open on every plan unless billing is turned on.

Do imported models animate like the library's characters?

A static mesh works fine as a prop, terrain piece or mini; it won't idle or animate the way the library's own KayKit characters do unless it was rigged and exported that way.

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