001 · NINE PROBLEMS

Nine concrete problems
in 3D handoff to Apple platforms.

Most pipeline issues aren't subtle. They're the same nine things, every time. This is the companion to the launch video series — one section per feature, deep-linkable so a thread, DM, or pitch can land on the exact one being discussed.

PROBLEM 01

Convert FBX, glTF, OBJ, STL → USDZ

THE PROBLEM

Industry-standard 3D files don't open natively on Apple platforms. AR Quick Look, RealityKit, and visionOS expect USDZ — your DCC tool exports something else.

GANTRY HANDLES IT

Drop the file in. Gantry produces a clean USDZ with materials, textures, and hierarchy intact.

Gantry on iPhone showing the format chips converting to USDZ
PROBLEM 02

Preview natively

THE PROBLEM

Most converters preview in a generic 3D engine. What you see isn't what your app or AR scene will render.

GANTRY HANDLES IT

Gantry's viewport is RealityKit — the same renderer Apple platforms use at runtime. The preview is the result.

Gantry RealityKit viewport on iPhone with a 3D model in real-time
PROBLEM 03

Light the scene

THE PROBLEM

PBR materials look different under different lighting. You need to evaluate them under real conditions before shipping.

GANTRY HANDLES IT

Pick from a curated set of IBL environments — Beach Sunset, Downtown Night, Rooftop Sunny, more. Adjust exposure and rotation. Toggle the environment as scene background.

Environment picker on iPhone with IBL lighting options
PROBLEM 04

Edit materials

THE PROBLEM

Imported materials rarely match the source. You need control without round-tripping back to a DCC tool.

GANTRY HANDLES IT

Tweak per channel — Base Color, Metallic, Roughness, Emissive, Opacity. Convert to USD Preview Surface or MaterialX. Replace individual textures. Live preview.

Material Editor on iPhone with per-channel sliders
PROBLEM 05

Switch variants

THE PROBLEM

Same model, different looks — day/night, color options, configurations. You need a way to ship them all in one asset.

GANTRY HANDLES IT

Variants are first-class. Author them in Gantry. Ship them in one USDZ.

Variant picker on iPhone showing model configurations
PROBLEM 06

Export USDZ

THE PROBLEM

USDZ has flavors — flat for AR Quick Look, layered for richer scenes. Most tools pick one and don't tell you.

GANTRY HANDLES IT

Standard USDZ keeps your structure. Export Flattened resolves complex hierarchies, references, and layers into a single asset for AR Quick Look. Pick what fits.

Export sheet on iPhone with USDZ output options
PROBLEM 07

Open in AR Quick Look

THE PROBLEM

Converting is half the work. Validating in the actual delivery surface — AR Quick Look — is the other half, and most tools force you to re-share files to get there.

GANTRY HANDLES IT

One tap from Gantry to AR Quick Look. See the asset in your room before it leaves your iPhone.

Model placed via AR Quick Look on iPhone
PROBLEM 08

Minimal interface

THE PROBLEM

Most 3D tools throw 200 controls at you on launch. The work disappears in the chrome.

GANTRY HANDLES IT

The viewport is the room. Tools surface when you need them. The model is what you see.

Gantry minimal mode on iPhone showing only the model
PROBLEM 09

Play animations

THE PROBLEM

Static preview lies about animated content. You need to see motion, blend shapes, and skinning before you trust the export.

GANTRY HANDLES IT

Gantry plays animations in the viewport — skinning, blend shapes, transforms. The export carries them through.

Animation playback on iPhone with timeline scrubber
NINE PROBLEMS · ONE TOOL

Drop a model in. Watch it open. Ship the result.

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