What metrics can I get from an STL analysis?
You get file size, vertex/face counts, bounding box dimensions, volume, surface area, and watertight status. Every metric is calculated locally in your browser, so your model never leaves your device.
Drop an STL file to instantly see vertex count, physical dimensions, volume, and watertight status, all processed locally in your browser.
or click to browse, paste supported
STL is the go-to format for 3D printing. This tool reads your STL and reports vertex/face counts, physical dimensions in mm, solid volume, surface area, and watertight status. Checking these before slicing helps you catch geometry problems early and avoid failed prints.
Drop STL, GLB, OBJ, FBX and other formats
Expand each section to view metrics
Copy the report, or click animation clips to play a preview
You get file size, vertex/face counts, bounding box dimensions, volume, surface area, and watertight status. Every metric is calculated locally in your browser, so your model never leaves your device.
STL is the standard format for 3D printing. Checking dimensions, volume, and watertight status before slicing ensures the model is printable and the final part will have the correct size and solidity.
Yes. There is no cap on file size or polygon count. How large a mesh you can analyze depends on your device's memory and graphics card, and very heavy meshes take longer and may make the page lag. For a smoother run, reduce the polygon count with a model compression tool first, then analyze the lighter copy.
Yes, both binary and ASCII STL formats are supported. ASCII files are human-readable and easier to inspect in a text editor, but they are much larger than binary STL files.
The watertight check detects holes (boundary edges) and non-manifold edges (edges shared by more than two triangles). The quality report also tells you whether normals are present, missing, or partial. Self-intersecting triangles are not covered by this tool.
Open the mesh in a repair tool such as Blender, Meshmixer, or Netfabb: close holes, merge duplicate vertices, and remove non-manifold or intersecting triangles, then export the STL again. The analyzer only reports the issue, it does not repair the file.
| Option | What it does | Default / range |
|---|---|---|
File format | Extension of the uploaded file (e.g. GLB, STL, OBJ). | |
File size | Total size of the uploaded model file on disk. | |
Data footprint | Estimated GPU usage for geometry buffers plus textures (including mipmaps). |
| Option | What it does | Default / range |
|---|---|---|
Vertices | Number of vertices in the mesh geometry. | |
Triangles | Number of triangular faces in the mesh. | |
Size | Bounding box dimensions in millimeters along X, Y and Z. | |
Volume | Solid volume of the closed mesh, from tetrahedral decomposition. | |
Surface area | Sum of all triangle areas (square centimeters). |
| Option | What it does | Default / range |
|---|---|---|
Watertight | Whether every edge is shared by exactly two triangles. Open meshes may have holes or non-manifold edges. | |
Boundary edges | Edges that belong to only one triangle, indicating holes. | |
Non-manifold edges | Edges shared by more than two triangles, indicating non-manifold topology. |
| Option | What it does | Default / range |
|---|---|---|
Connected components | Number of independently connected mesh parts. | |
Isolated vertices | Vertices not referenced by any face. | |
Normals | Whether vertex normals are fully present (affects lighting). | |
Avg. edge length | Mean length of all triangle edges in millimeters. | |
Triangle quality | Mean triangle shape quality; equilateral = 100%, skinny triangles score lower. |
| Option | What it does | Default / range |
|---|---|---|
Materials | Number of materials assigned to the model. | |
Textures | Number of texture images embedded or referenced. | |
Resolutions | Pixel size and format of each texture slot. | |
GPU memory | Estimated VRAM used by textures including mipmaps. |
| Option | What it does | Default / range |
|---|---|---|
Clips | Number of animation clips stored in the file. | |
Bones | Number of skeleton bones used for rigging and skinning. |