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Free, open-source native macOS viewer for glTF, FBX, OBJ, USD, STL and more.
DesignSwift · Objective-C++GitHub @deeeemissOnlineOwner unconfirmed
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Free, open-source native macOS viewer for 3D files — glTF/GLB, FBX, OBJ, USD/USDZ, STL, DAE, PLY. Drop a file, look at it. SwiftUI + SceneKit, no telemetry, MIT licensed.
Taken from the repository README
Loading the full README. The saved excerpt is shown below.
Drop a 3D file. Look at it.
A tiny, native macOS viewer for glTF, FBX, OBJ, USD, STL and more —
no editing, no export, no account. Free and open source.
Or download the DMG from Releases.
Signed with a Developer ID and notarized by Apple. Requires macOS 13 or later.
All three converge into one SCNScene, so the viewer, wireframe, shading
modes, and stats never need to know where a model came from.Read the full README ↗Drop a 3D file. Look at it.
A tiny, native macOS viewer for glTF, FBX, OBJ, USD, STL and more — no editing, no export, no account. Free and open source.
Website · Install · Formats · Features · Privacy · Build · Known limits
brew install --cask deeeemiss/tap/peek3d
Or download the DMG from Releases. Signed with a Developer ID and notarized by Apple. Requires macOS 13 or later.
| Loader | Formats | Animation |
|---|---|---|
| GLTFKit2 (SPM) | .glb .gltf, incl. Draco geometry and KTX2/BasisU textures | Skeletal (skinned) + node-transform |
| ufbx (vendored) | .fbx | Node-transform + skinning + blend shapes |
| Apple Model I/O | .obj .stl .usd .usdz .usda .usdc .dae .ply .abc | — |
All three converge into one SCNScene, so the viewer, wireframe, shading
modes, and stats never need to know where a model came from.
glTF compression: KHR_draco_mesh_compression geometry is decoded with
Draco (via the
DracoSwift package, wired into
GLTFKit2 by Peek3D/Draco/); KHR_texture_basisu textures (KTX2 with BasisLZ
or UASTC) are transcoded by GLTFKit2's own libktx.
.glb/.gltf
(skinned) and .fbx (node-transform) modelsPeek3D makes no network connections and collects no data. Files you open are read locally and never leave your Mac.
Needs Xcode (free on the Mac App Store) — no Apple certificate or developer account.
git clone https://github.com/deeeemiss/Peek3D.git
cd Peek3D
./scripts/run.sh
It builds a universal Release app into build/ and opens it. Or open
Peek3D.xcodeproj in Xcode and hit Run.
The app runs sandboxed with the User Selected File (Read Only) entitlement.
Files opened via drag & drop or the file picker get security-scoped access
automatically; arbitrary paths are (by design) denied. External textures
referenced by an .fbx/.gltf file (not embedded) need that access too — the
app prompts for folder access and retries automatically if it's missing.
EXT_meshopt_compression, is GLTFKit2's business and
untested here.SCNSkinner / SCNMorpher,
weights animated by the clip), with limits: at most 4 bone influences per
vertex (the heaviest 4, renormalised), linear blend skinning only (dual
quaternion skinning falls back to linear), blend-shape in-between shapes
are ignored (only each channel's final shape is used), and the camera fit
uses the bind pose, so a strongly deforming model can leave the frame.MIT. Third-party attributions are listed in the same file and in the app (Peek3D ▸ Open Source Licenses…). The fox in the screenshot and demo is the glTF sample "Fox" (CC BY 4.0, PixelMannen / @tomkranis); test model credits are in testmodels/README.md and tests/fixtures/README.md.