Please, point me to proper manual, or teach video how to do that.
May be it’s completely the same way as ‘creation UV model unwrap’ for any other engine (non WebGL, like Unity)?
I’m not an artist, so I’m not an expert. But it looks like there is one set of UVs there: “UVChannel_1”
I think you need to retain the base set of UVs (“UVChannel_0” perhaps?) for this to work. Otherwise, the import will probably treat your UVs as the base set (used for diffuse, normal, emissive maps etc).
It has a binary format that compresses very well. This means it uses less of your account’s storage quota.
It is capable of storing skinning and animation data. Formats like OBJ don’t. Maybe 3DS does - I don’t know.
It supports the embedding of textures. If you export your FBX with ‘Embed Media’ selected, the links between materials and textures will be preserved on import, which is very useful.
FBX is actively supported and developed by Autodesk. Other formats do not receive the same amount of love from Autodesk.
We do almost all our testing with FBX files. OBJ, 3DS, DAE receive less testing. I think it’s fair to say that the PlayCanvas importer is far more battle tested against FBX.
You’re welcome to use other formats. I just feel like FBX is the recommended option for the reasons outlined above.