Pick the right 3DGS export format (.ply / .splat / glTF KHR_gaussian_splatting / USD) given the downstream viewer or engine. Use when you need help with skill 3dgs export router.
Scanned 9/8/2026
Install to Claude Code
npx -y skills add anubhavg-icpl/vibe --skill skill-3dgs-export-router --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: skill-3dgs-export-router
description: Pick the right 3DGS export format (.ply / .splat / glTF KHR_gaussian_splatting / USD) given the downstream viewer or engine. Use when you need help with skill 3dgs export router.
license: CC-BY-NC-SA-4.0
phase: 4
lesson: 22
metadata:
version: 1.0.0
tags: [3d-gaussian-splatting, export, glTF, OpenUSD, pipeline]
---
# 3DGS Export Router
Map a downstream target to the right 3DGS file format. Saves hours of "it does not load" debugging.
## When to use
- After training a 3DGS scene, before sharing it with a content pipeline.
- Choosing between research-grade (.ply) and production-grade (glTF / USD) formats.
- Pipeline handoff: capture team -> 3DGS engineer -> game designer / VFX artist / web developer.
## Inputs
- `target_engine`: unreal | unity | omniverse | blender | vision_pro | three_js | babylon_js | cesium | playcanvas | supersplat
- `priority`: portability | file_size | quality_preservation
- `include_sh_degree`: 0 | 1 | 2 | 3
## Format decision
| Target | Recommended format | Why |
|--------|--------------------|-----|
| Unreal Engine (virtual production) | Volinga plugin or glTF KHR_gaussian_splatting | Native Unreal SDK path |
| Unity (XR / game) | .ply via Aras-P Unity-GaussianSplatting plugin | Community-standard Unity pipeline |
| NVIDIA Omniverse, Pixar tools | OpenUSD 26.03 (UsdVolParticleField3DGaussianSplat) | Native USD prim type |
| Apple Vision Pro | OpenUSD 26.03 | Native to visionOS 2.x |
| Blender | .ply + KIRI Engine add-on | Community add-on reads raw splats |
| Three.js web viewer | glTF KHR_gaussian_splatting or .splat | Browser-standard, works with `GaussianSplats3D` |
| Babylon.js V9+ | glTF KHR_gaussian_splatting | V9 added native support |
| Cesium (CesiumJS 1.139+, Cesium for Unreal 2.23+) | glTF KHR_gaussian_splatting | Shipped explicit support |
| PlayCanvas | .splat | PlayCanvas native quantised format |
| SuperSplat (editor) | .ply or .splat | Import + export |
## Quantisation trade-offs
- `.ply` full-precision: largest file, lossless, any viewer.
- `.splat`: 4x-8x smaller, slight quality loss on SH3 coefficients, PlayCanvas-ecosystem standard.
- glTF KHR: configurable via EXT_meshopt_compression; smallest with highest compatibility.
- USD: compressed by USDZ packaging; smallest for Apple pipelines.
## Output report
```
[export plan]
target: <engine>
format: <name>
sh degree: <0|1|2|3>
compression: <none|meshopt|quantisation|usdz>
expected size: <MB>
compatible with: <list of viewers>
[pipeline]
1. source: <.ply from training>
2. optional: SuperSplat cleanup pass
3. convert: <tool + CLI or API call>
4. package: <.gltf / .glb / .usd / .usdz / .splat / .ply>
5. validate: <viewer sanity check>
```
## Rules
- Never strip SH3 coefficients silently — it visibly changes specular reflections.
- If `priority == file_size`, recommend `.splat` or glTF with meshopt; warn about quality loss.
- For Apple platforms, prefer USD / USDZ over glTF in 2026; USDZ has first-class visionOS support.
- If the target viewer's 3DGS support is pre-standard (pre-Feb 2026), recommend `.ply` and the viewer's custom loader; Khronos-standard glTF will not yet be recognised.
- Always validate the exported file in at least one viewer before handing off; silent corruption happens during quantisation.
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