The Complete USDZ to SolidWorks Conversion Guide

July 16, 2025

General Information

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

Converting and Optimizing USDZ Files to SolidWorks

There are various ways to convert between USDZ and SolidWorks. With RapidPipeline, you can easily convert and and optimize USDZ files, at scale. It supports SolidWorks, as well as many other file formats (examples: 3dsMax, CATIA, Creo, FBX, glTF, OBJ, PLY, STEP, STL, USD, VRM), at high quality.

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

What are USDZ and SolidWorks files commonly used for?

The USDZ file is a format mostly used for interactive 3D, on the Web and elsewhere (e.g., in XR).
The SolidWorks file is a format mostly used for Professional 3D CAD software for mechanical design and product development.

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Comparison of Features Supported by USDZ and SolidWorks

FeatureSupported by USDZSupported by SolidWorks
Morph TargetsYesNo
Rigid AnimationsYesYes
Skinned AnimationsYesNo
AnimationsYesYes
Free-Form SurfacesYesYes
Geometry CompressionNoNo
Quad MeshesYesYes
Basic 3D GeometryYesYes
PBR MaterialsYesYes
Transparent MaterialsYesYes
Vertex ColorsYesPartial0
MaterialsYesYes
Scene CompositionYesYes
Hierarchical Scene GraphYesYes
Scene NodesYesYes
Standardized FormatYesPartial1
Embedded TexturesNoPartial2
Multiple UV ChannelsYes3Partial4
Normal MappingYesPartial5
Procedural TexturesYesPartial6
Texture CompressionNoNo
Texture TransformsYesYes
TexturingYesYes

0 - Limited vertex color support, mainly through part coloring and appearance assignments rather than per-vertex color data.
1 - SolidWorks uses proprietary file formats, though it supports many industry-standard import/export formats like STEP, IGES, and others.
2 - Textures can be embedded in appearances but with limited format support compared to dedicated 3D graphics formats.
3 - This and other properties of USDZ (including specific PBR materials, etc.) might not be supported in Apple's ARKit implementation.
4 - Limited multi-UV support, primarily through appearances and materials for visualization rather than game development workflows.
5 - Basic normal mapping support through SolidWorks Visualize and appearance properties, but not extensively used in typical CAD workflows.
6 - Limited procedural texture capabilities, mainly through basic material properties and appearance settings.

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Limitations of USDZ Files to SolidWorks Conversion Workflow

The following limitations should be taken into account when converting USDZ files to SolidWorks format:

USDZ Feature (not supported by SolidWorks)Limitation Details
Multiple UV ChannelsMultiple UV Channels illustratedlack of support for Multiple UV Channels illustrated
Multiple UV Channels: supported in USDZ, but not in SolidWorks.

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 TexturesProcedural Textures illustratedlack of support for Procedural Textures illustrated
Procedural Textures: supported in USDZ, but not in SolidWorks.

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.
Normal MappingNormal Mapping illustratedlack of support for Normal Mapping illustrated
Normal Mapping: supported in USDZ, but not in SolidWorks.

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.
Vertex ColorsVertex Colors illustratedlack of support for Vertex Colors illustrated
Vertex Colors: supported in USDZ, but not in SolidWorks.

Vertex colors allow the attachment of colors to each vertex of a 3D model. This can be useful in scenarios such as scientific visualization, or when converting/meshing data from a colored 3D point cloud, for example. On the polygonal surface connecting the vertices, the respective vertex colors are usually smoothly interpolated. In this example, different colors are attached to the different corners of a cube. Without support for this feature, the cube won't have any colors.
Skinned AnimationsSkinned Animations illustratedlack of support for Skinned Animations illustrated
Skinned Animations: supported in USDZ, but not in SolidWorks.

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 TargetsMorph Targets illustratedlack of support for Morph Targets illustrated
Morph Targets: supported in USDZ, but not in SolidWorks.

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.
Standardized FormatStandardized Format illustratedlack of support for Standardized Format illustrated
Standardized Format: supported in USDZ, but not in SolidWorks.

Standardization plays a huge role in 3D model formats. With a format being standardized, every application will have a clear way of how to load or store data using this format. This makes it easier to re-use the 3D model across different applications, but also to make sure it will still be accessible and usable after a couple of years.

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

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 USDZ and SolidWorks 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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3D Knowledge Team

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