The Complete FBX to JT Conversion Guide.

August 01, 2025

General Information

This guide is part of the RapidPipeline 3D Formats Knowledge Database. It shows how to convert FBX to JT, if you'd like to know more about the formats, please check out the following links:

Converting and Optimizing FBX Files to JT

There are various ways to convert between FBX and JT. With RapidPipeline, you can easily convert and and optimize FBX files, at scale. It supports JT, as well as many other file formats (examples: glTF, OBJ, PLY, STL, USD, USDZ, VRM), at high quality.

Below you can find a video explaining how to convert your files:

What are FBX and JT files commonly used for?

The FBX file is a format mostly used for interactive 3D & rendering applications.
The JT file is a format mostly used for lightweight 3D visualization and collaboration.

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Comparison of Features Supported by FBX and JT

FeatureSupported by FBXSupported by JT
Morph TargetsYesNo
Rigid AnimationsYesPartial0
Skinned AnimationsYesNo
AnimationsYesPartial1
Free-Form SurfacesNoYes
Geometry CompressionNoYes
Quad MeshesYesYes
Basic 3D GeometryYesYes
PBR MaterialsYes2No
Transparent MaterialsYesYes
Vertex ColorsYesYes
MaterialsYesYes
Scene CompositionNoYes
Hierarchical Scene GraphYesYes
Scene NodesYesYes
Standardized FormatNo3Yes
Embedded TexturesYesPartial4
Multiple UV ChannelsYesPartial5
Normal MappingYesPartial6
Procedural TexturesPartialNo
Texture CompressionNoPartial7
Texture TransformsYesPartial8
TexturingYesYes

0 - Basic rigid body animation for design review
1 - Simple animation support for assembly operations
2 - Multiple PBR models are supported as there is no standard for materials in FBX.
3 - Compatibility of all properties strongly depend on particular compatibility of the tools that export / import the DCC file, as there is no clear standard for this format.
4 - Textures can be embedded for self-contained files
5 - Limited multi-texturing capabilities
6 - Basic normal mapping for enhanced visualization
7 - Efficient compression for visualization
8 - Basic texture transformation support

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Limitations of FBX Files to JT Conversion Workflow

The following limitations should be taken into account when converting FBX files to JT format:

FBX Feature (not supported by JT)Limitation Details
Texture Transforms

Texture Transforms Support:

FBX: Full support | JT: Partial support

Texture Transforms illustratedlack of support for Texture Transforms illustrated

JT Notes:

Basic texture transformation support

Impact:

Texture transforms describe transformation operations that are applied to 2D texture images or UV coordinates when using 2D texture data on a 3D surface. They can be used, for example, to make sure that material patterns are using real-world scale when rendered on the 3D surface. In this example, such a pattern is used and scaled with the help of a texture transform. Without support for this feature, the texture pattern shows up at the wrong scale.

Multiple UV Channels

Multiple UV Channels Support:

FBX: Full support | JT: Partial support

Multiple UV Channels illustratedlack of support for Multiple UV Channels illustrated

JT Notes:

Limited multi-texturing capabilities

Impact:

Multiple UV channels allow the optimized and sophisticated use of various 3D modeling features at once. For example, one can use one set of UVs and 2D texture data to model a tiling texture or procedural material, and another UV set to leverage a global lightmap or occlusion map of the 3D model. In this example, a combination of tiled texture (UV channel 1) and baked ambient occlusion map (UV channel 2) is used. Without support for this feature, one needs to either give up the tiling property (e.g., by using a tool like RapidPipline to bake a single texture atlas), or give up the ambient occlusion map, as only one UV channel will be usable.

Procedural Textures

Procedural Textures Support:

FBX: Partial support | JT: No support

Procedural Textures illustratedlack of support for Procedural Textures illustrated

Impact:

Procedural texture allow the modeling of surface details through mathematical functions, along with artistic control over various parameters. Typically, they are used for patterns like wood grain or other semi-regular structures. Since they are not using any pixels as source data, procedural textures have, in principle, infinite resolution and are very lightweight to describe. In this example, a procedural texture is used to model the look of a wooden material. Without support for this feature, in this case, the wooden parts won't show any visible details.

Embedded Textures

Embedded Textures Support:

FBX: Full support | JT: Partial support

Embedded Textures illustratedlack of support for Embedded Textures illustrated

JT Notes:

Textures can be embedded for self-contained files

Impact:

Embedded textures allow the storage and exchange of an entire 3D model and its materials within a single file, by embedding the texture images directly into the 3D file (and not storing them as separate image files). Without support for this feature, textures have to be stored in separate image files, and referenced from the main 3D model file.

Normal Mapping

Normal Mapping Support:

FBX: Full support | JT: Partial support

Normal Mapping illustratedlack of support for Normal Mapping illustrated

JT Notes:

Basic normal mapping for enhanced visualization

Impact:

Normal maps are used to model shading differences that are arising from small geometric details on a surface, such as fabric structures, visible gaps between bricks forming a wall, or rough rock surfaces. In this example, a normal map is used to model a fabric structure. Without support for this feature, the rendered fabric will look smoother than it actually is in the real world, as the fabric structure won't be visible.

PBR Materials

PBR Materials Support:

FBX: Full support | JT: No support

PBR Materials illustratedlack of support for PBR Materials illustrated

FBX Notes:

Multiple PBR models are supported as there is no standard for materials in FBX.

Impact:

PBR materials enable Physically-Based-Rendering (PBR) for a standardized, photorealistic look of rendered images. PBR uses concepts like metallic-roughness or specular-glossiness properties and a microfacet-based modeling of the surface, using a concept called BRDF (Bi-Directional Reflectance Distribution Function). In this example, PBR materials are used to achieve realistic looking plastic and metal materials. Without support for PBR materials, only basic colors and shading can be used (for example, based on more simple shading models, such as the Blinn/Phong model).

Animations

Animations Support:

FBX: Full support | JT: Partial support

Animations illustratedlack of support for Animations illustrated

JT Notes:

Simple animation support for assembly operations

Impact:

Animations are an important part of many interactive 3D assets, for example in real-time rendering (including games, XR training, assembly instructions, product demos, and other use cases). There are various kinds of animations that can be used on 3D models. In this example model, a rigid animation is used to make the gears spin. Without support for this feature, in this example, the gears won't move.

Skinned Animations

Skinned Animations Support:

FBX: Full support | JT: No support

Skinned Animations illustratedlack of support for Skinned Animations illustrated

Impact:

Skinned animations are commonly used for 3D character models in interactive applications, such as games or virtual worlds. They make it possible to easily animate the 3D model using a helper structure based on virtual bones, composing a virtual skeleton for animation control. In this example, a skinned animation is used to pose a 3D character. Without support for skinned animations, the 3D model will remain in its default pose, such as the default T-pose.

Morph Targets

Morph Targets Support:

FBX: Full support | JT: No support

Morph Targets illustratedlack of support for Morph Targets illustrated

Impact:

Morph Targets, or "Blend Shapes", are commonly used to animate facial expressions and soft surfaces, for example cloth under a cloth simulation. They model various states of the animations with different vertex positions. In contrast to skinned animations, morph targets do not use any virtual bones, but work solely on the vertex data. In this example, a facial animation is achieved through morph targets. Without suport for this feature, in this example, the face will not show the animation.

Rigid Animations

Rigid Animations Support:

FBX: Full support | JT: Partial support

Rigid Animations illustratedlack of support for Rigid Animations illustrated

JT Notes:

Basic rigid body animation for design review

Impact:

Rigid Animations are typically used to animate mechanical parts. In this example, the door of this 3D model of a microwave can be interactively opened or closed, using a rigid animation that gradually changes the 3D transformation of the door. Without support for this feature, in this example, the door will just stay in place and won't move.

What's the best way to get FBX files into my 3D applications, and are there alternatives to using JT?

Doing 3D conversion right, especially at scale, can be tricky, as 3D data is in general a rather complex (yet very powerful!) medium. This also applies to FBX and JT files - the conversion guide above provides a rough first idea about that. Once you know what you would like to do, tools like RapidPipeline can help you perform the necessary steps, and to even automate the process for thousands or even millions of files.

Especially when introducing pipelines and workflows at scale in an enterprise context, it is usually good to rely on dedicated tools and expertise, making sure you do not introduce any steps into your 3D workflow that are detrimental to the final output's quality, or that take your team too much time (and money).

If you're interested to hire dedicated expertise from the best in the field to help your company reach your goals fast and reliably, please do not hestitate to contact DGG. Being the creators of RapidPipeline, and ambassadors for open 3D standards for more than a decade, we have been building some of the world's most advanced 3D pipelines, having processed many millions of 3D assets.

Therefore, our expertise will help you to reach your goals faster, at scale, and with the least possible friction, since we are focused on maximum interoperability.

To get started with 3D data conversion and optimization today, sign up for a free account!

If you have any questions, feel free to chat with our human team.

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