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How to Upload KIRI Engine 3D Scans to VIVERSE (Practical Workflow Guide)

Learn how to upload KIRI Engine 3D scans into VIVERSE using real-world workflows. Covers export formats, file size limits, 3DGS optimization, and practical setu

onehuang · Dec 11, 2025

As 3D scanning becomes faster and more accessible, a common challenge emerges: how to share scanned content in a way that is both interactive and easy to access. While traditional viewers and full game engines remain powerful options, browser-based platforms have increasingly filled the gap between quick sharing and immersive presentation.

For many creators in the KIRI community, VIVERSE has emerged as one such destination: a web-native environment where scanned 3D content can be placed into interactive worlds and shared instantly.

This guide is based on hands-on testing with KIRI Engine scans uploaded into VIVERSE Create, including both standard mesh exports and dense Gaussian Splatting assets. The workflow below reflects what currently works best in practice—not just what’s theoretically supported.

🌐 What Is VIVERSE?

VIVERSE is HTC’s open, browser-based 3D environment that allows creators to build and explore virtual spaces directly on the web.

In practice, it enables users to:

  • explore immersive virtual worlds without installing software

  • assemble scenes using no-code or full-code tools

  • import external 3D models and media

  • customize avatars and environments

  • access the same spaces across desktop, mobile, and XR devices

Rather than replacing full game engines, VIVERSE is best understood as a lightweight publishing and exploration layer—ideal for sharing interactive 3D content quickly.

🚀 Uploading a KIRI Engine Scan to VIVERSE: Practical Workflow

If you would like to present your KIRI Engine scan inside a VIVERSE World, the workflow is straightforward:

1️⃣ Scan in KIRI Engine

Capture your subject as you normally would—whether it’s an object, prop, figure, or small environment.

KIRI Engine supports multiple reconstruction methods, each suited to different scenarios:

  • Photogrammetry – best for most physical objects and clean geometry

  • Featureless Mode – helpful for reflective or texture-poor surfaces

  • 3D Gaussian Splatting (3DGS) – ideal when visual fidelity matters more than polygon efficiency. If you’re new to this technique, we’ve explained how 3D Gaussian Splatting works in detail.

  • 3DGS-to-Mesh – useful when a traditional mesh pipeline is required. If you want to learn more about this technology, we’ve made a video explaining what 3D Gaussian Splatting-to-Mesh is, and whether it will replace photogrammetry and traditional 3D scanners.

Once reconstruction is complete, proceed to export.

2️⃣ Export in a Suitable Format

KIRI Engine supports professional export formats such as GLB, OBJ, PLY, STL, USDZ, and more.

From our testing:

  • GLB works best for most VIVERSE scenes

  • High-density raw 3DGS exports often exceed upload limits and require optimization

VIVERSE itself accepts a wide range of formats, including GLB, VRM, PLY, SOG, as well as common media types (JPG, PNG, GIF, PDF, MP4, MP3), making the pipeline flexible across different creative setups.

If you’re unsure which export format to choose, we’ve broken down KIRI Engine export formats and pipelines with real-world use cases.

3️⃣ Build a World in VIVERSE Create

Head to https://create.viverse.com/ and start a new world.

VIVERSE Create runs entirely in the browser and allows you to assemble interactive spaces without writing code. For simple showcases or exploratory scenes, this is often sufficient.

4️⃣ Place and Adjust Your Scan

Upload your exported scan as an asset and place it within the scene. Once imported, you can adjust:

  • scale

  • rotation

  • placement

  • lighting and environmental settings

After publishing, your world is instantly shareable via a link—no additional packaging or deployment required.

⚠️ VIVERSE File Size Limits for 3D Uploads (What Actually Works)

When uploading through the VIVERSE Edit World interface, the current file size limit is ~200 MB.

In real usage, this becomes the main bottleneck for:

  • dense photogrammetry meshes

  • most raw 3D Gaussian Splatting outputs

For creators working with heavier assets, two workflows consistently perform better:

Option 1: PlayCanvas + VIVERSE Chrome Extension

Using PlayCanvas with the VIVERSE Chrome Extension allows significantly larger scenes to be uploaded through a different pipeline.

Setup guide or Video walkthrough

Option 2: Convert 3DGS to SOG via splat-transform

For Gaussian Splatting assets, converting to SOG format using splat-transform can dramatically reduce file size while preserving visual quality—something traditional mesh decimation often fails to do.

You can check the Tool here.

This step is especially relevant if your scan exceeds the size limit but still needs to retain splat-level detail.

🧑🚀 Using VIVERSE Avatars

VIVERSE Avatar is a browser-based character creator that lets users define facial features, body shape, outfits, and colors.

Once created, avatars are saved to your VIVERSE profile and can be reused across worlds and events, providing a consistent identity throughout the platform.

🎨 Why Pair VIVERSE With KIRI Engine?

KIRI Engine focuses on fast, high-quality 3D capture.

VIVERSE provides a lightweight way to publish and explore those scans interactively.

Creators often choose this combination for:

  • browser-based 3D sharing

  • quick scene assembly without engine setup

  • cross-device accessibility

  • simple link-based distribution

While not intended for complex, logic-heavy projects, VIVERSE works well as a presentation and exploration layer for scanned 3D content.

🌍 Your 3D Journey, Your Choice

KIRI Engine is a capture tool. How and where you publish your scans is entirely up to you.

VIVERSE is one option among many, particularly suited for lightweight interactive experiences on the web. If you experiment with this workflow and build something interesting, sharing real examples helps the broader community understand what works—and what doesn’t.

About This Guide

This article is written by the KIRI Engine team based on hands-on testing and community feedback.

It is not official VIVERSE documentation, but a practical guide reflecting current platform behavior.