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Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
npx skill4agent add roble3/cc-blender-skill blender-exportWhere is this going?
├── Web (Three.js, Babylon.js, model-viewer, AR Quick Look) → glTF / GLB
├── Game engine (Unity, Unreal, Godot)
│ ├── Animated/rigged → FBX (or glTF for modern engines)
│ └── Static → OBJ or FBX or glTF
├── Apple AR (USDZ) → USDZ (special, see Recipe 6)
├── 3D printing → STL (geometry only, must be watertight)
├── VFX pipeline (Maya, Houdini, Nuke) → USD
└── DCC roundtrip → FBX (industry standard)import bpy
bpy.ops.export_scene.gltf(
filepath='/tmp/output.glb',
export_format='GLB', # single-file binary; preferred
export_apply=True, # apply modifiers before export
export_materials='EXPORT',
export_image_format='AUTO', # PNG; AUTO falls back to JPEG for opaque images
export_yup=True, # Y-up convention (most engines / web expect this)
export_animations=True, # toggle off for static models
export_morph=True, # shape keys
export_skins=True, # armatures + weights
export_normals=True,
export_tangents=False, # skip unless target uses tangent-space normals beyond standard
)
# Verify
import os
size_mb = os.path.getsize('/tmp/output.glb') / (1024 * 1024)
print(f"export:gltf {size_mb:.2f} MB")import bpy
obj = bpy.data.objects['GEO-target']
bpy.context.view_layer.objects.active = obj
mod = obj.modifiers.new('Decimate', type='DECIMATE')
mod.ratio = 0.7 # keep 70% of faces; lower = more reduction
mod.use_collapse_degenerate = True
bpy.ops.object.modifier_apply(modifier=mod.name)
print(f"decimated:{obj.name} verts:{len(obj.data.vertices)}")import bpy
bpy.ops.export_scene.fbx(
filepath='/tmp/output.fbx',
use_selection=False,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_ALL',
bake_space_transform=True, # critical: applies rotation to mesh
object_types={'MESH', 'ARMATURE', 'EMPTY'},
use_mesh_modifiers=True,
mesh_smooth_type='FACE',
use_armature_deform_only=True,
bake_anim=True,
bake_anim_use_all_bones=True,
bake_anim_use_nla_strips=True,
bake_anim_use_all_actions=True,
bake_anim_force_startend_keying=True,
embed_textures=True, # critical: embed textures into FBX
path_mode='COPY',
axis_forward='-Z',
axis_up='Y',
)
print('export:fbx')axis_up='Y', axis_forward='-Z'embed_textures=True, path_mode='COPY'import bpy
bpy.ops.wm.obj_export(
filepath='/tmp/output.obj',
export_animation=False,
apply_modifiers=True,
export_eval_mode='DAG_EVAL_VIEWPORT',
export_uv=True,
export_normals=True,
export_materials=True,
export_triangulated_mesh=False,
forward_axis='NEGATIVE_Z',
up_axis='Y',
)
print('export:obj')import bpy
bpy.ops.wm.stl_export(
filepath='/tmp/output.stl',
ascii_format=False, # binary STL (smaller, faster)
apply_modifiers=True,
)
print('export:stl')Mesh → Clean Up → Make Manifoldimport bpy
bpy.ops.wm.usd_export(
filepath='/tmp/scene.usdc',
export_animation=True,
export_uvmaps=True,
export_normals=True,
export_materials=True,
use_instancing=True,
export_textures=True,
overwrite_textures=True,
)
print('export:usd').usd.usdc.usda.usdzimport bpy
# 1. Apply transforms (rotation + scale baked into geometry)
obj = bpy.data.objects['GEO-target']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
# 2. Recompute normals
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.object.mode_set(mode='OBJECT')
# 3. Apply modifiers (some exporters keep them, but for portability apply before export)
# Already done via export_apply=True / use_mesh_modifiers=True flags
# 4. Verify mesh stats
mesh = obj.data
print(f"export_check:{obj.name} verts:{len(mesh.vertices)} faces:{len(mesh.polygons)}")import os
filepath = '/tmp/output.glb'
if not os.path.exists(filepath):
print(f"ERROR:not_found {filepath}")
else:
size_mb = os.path.getsize(filepath) / (1024 * 1024)
print(f"verified:{filepath} {size_mb:.2f}MB")Bashls -la /tmp/output.glb| Platform | Target | Notes |
|---|---|---|
| Web (glTF) | ≤ 30 000 tris | Mobile-safe |
| Hero web asset | ≤ 60 000 tris | Desktop OK |
| Unity / Unreal hero | 50 000–100 000 tris | High-end |
| Mobile game | ≤ 10 000 tris | Per asset |
| AR USDZ | ≤ 50 000 tris | iOS recommendation |
| 3D print | unlimited | But export size matters |
| Symptom | Fix |
|---|---|
| FBX has no textures | Set |
| Procedural material missing in glTF | Bake to image textures first; use only Principled BSDF |
| Game engine: model rotated 90° | FBX: |
| Game engine: model 100× too large | Apply Transform; check unit scale |
| OBJ won't import elsewhere | Stick to ASCII filenames |
| STL won't print | Make Manifold; recompute normals |
| GLB > 15 MB | Apply Decimate (Recipe 2); reduce textures to 1024×1024 |
| Bone count exceeded | Limit weights to 4 per vertex; reduce bone count |
| Animation didn't export | glTF: |
references/overview.md