A downloadable tool for Windows

CAD & OBJ Viewer is designed to be a tool to assist engineers or other designers view their models in virtual reality before bringing them into existence. The program allows a user to add OBJ format files to a specific directory that is read by the program at runtime. Within the virtual environment a user can then load up that object and manipulate it using a small selection of gestures.

As an engineer myself, I plan to use this utility to check the visual appearance of objects, check clearances and/or interference, check for safety concerns, etc. While 3D printing is becoming a popular way for engineers and designers to quickly validate their designs, that process still requires time and money. Bringing a model into vr requires minimal time and virtually no cost while providing a lot of the same validation that rapid prototyping can offer.


To view your own creation, follow the instructions in the included Readme text file. NOTE: all obj files must contain less than 60000 vertices. This is a current limitation of the OBJ reader.

NOTE: Large AMF files take some time to load and i haven't implemented asynchronous loading yet. As a result, when loading these files, the game will freeze until the object loads. Please be patient while it loads. This is a known issue and is being worked on.


If you are a SolidWorks user and would like to bring your models to life, simply use this community generated macro within solidworks to export your model to the required OBJ format: https://forum.solidworks.com/thread/54270 . Then follow the same instructions as above.

**** Just added AMF (additive Manufacturing Format) support. This is a current save as option from SolidWorks (in other words, you don't need the macro listed above.)

Benefits of AMF:

  • Native SolidWorks Export
  • Small files size for large complex models
  • New standard for 3D printing
Cons of AMF:
  • No vertex normals support from SolidWorks yet
  • Not widely adopted yet.


  • Load OBJ and AMF files from local directory
  • Drag object side to side and up and down with left hand grab
  • Rotate object about vertical axis with right hand grab
  • Scale object with two hand grab and spread
  • Fine adjustment control using sliders
  • Recenter scene to current real-world direction


  • Load FBX files w/ annimations
  • Change object manipulation mode
  • Change Scene

  • Objects do not load Async, therefore the application will "freeze" for a few seconds while it loads. (can cause motion sickness)
  • The quaternion for imported AMF files is slightly off on some models.
StatusIn development
Rated 3.0 out of 5 stars
(1 total ratings)
Made withOculus Rift
Tagscad, Leap Motion, obj, Oculus Rift, solidworks, viewer, Virtual Reality (VR)
Average sessionA few minutes
InputsOculus Rift, Leap Motion


CAD_ShowRoom_V1.2.zip 85 MB

Install instructions

Please download and extract the attached zip file. To add custom OBJ files, drag them, along with any mtl and/or jpg files, into the directory marked VRBrowser. Then simply launch the executable.

Oculus Rift SDK 0.7

Leap Motion 2.3


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Would it be at all possible for this to be played without the VR aspect but still maintaining the leap motion controls?

I am a middle school (after school) teacher who would love to use a program like this to allow my students to orbit and zoom into object (like carbon atoms and fossil) while standing in front of a large TV instead of wearing a VR headset. 

Any thoughts?

Made the choice between Unity and Unreal some time ago (similar comparison between RTF and Word). I'm looking to pull CAD models of specific industry standard hardware into Unreal and use LeapMotion to access (push buttons, lift lids, remove items from, etc.) the models for demonstration purposes.

Any chance you might look into Unreal in the near future?

Well, I just learned how to use unity this past month, I can't imagine it would be more difficult to learn Unreal as well. :)

But yes, I do want to explore that platform as well to see which would work better for this type of application. A long term goal would be to have an application that can directly link to a program such as SolidWorks and dynamically pull the current model into the VR application. (Very long term goal)

Is there a particular reason you want to see this in Unreal? Might help to motivate me to look into that platform quicker.

I'm seeing only C# and Unity references throughout your docs ... any chance you have a demo of this for Unreal?

I'm afraid not. I only just learned how to use unity this past month. Haven't even touched Unreal yet.

Note that this project has an issue with a small number of Leap Motion Controllers (due to a bug in the Unity assets), more info and details on how to address can be found here: https://community.leapmotion.com/t/quick-fix-for-unity-vr-developers/4322

Thanks for the heads up Kip! I've updated the program per your link.