Skip to content

Latest commit

 

History

History
74 lines (69 loc) · 2.39 KB

blender.md

File metadata and controls

74 lines (69 loc) · 2.39 KB

Blender Version Tested: 2.81a

To export a rigid mesh with blender:

  • select both the mesh and full-armature (easiest in object mode)
  • start an export as GLTF
  • format: GLTF-embedded (glb extension)
  • Transform: +y up
  • Geometry:
    • Mesh:
      • Apply Modifiers: OFF
      • UV's: ON
      • Normals: ON
      • Tangents: ON
      • VertexColors: OFF
      • Loose Edges: OFF
      • Loose Points: OFF
    • Material:
      • USE Principled BSDF Shaders with Metallic Roughness Workflow
      • Materials: Export
      • Images: Automatic
      • PBR Extensions:
        1. Export original PBR Specular: OFF
      • Compression: OFF
  • Animation: all off

To export a rigged character with blender:

  • select both the mesh and full-armature (easiest in object mode)
  • start an export as GLTF
  • format: GLTF-embedded (glb extension)
  • Transform: +y up
  • Geometry:
    • Mesh:
      • Apply Modifiers: OFF
      • UV's: ON
      • Normals: ON
      • Tangents: ON
      • VertexColors: OFF
      • Loose Edges: OFF
      • Loose Points: OFF
    • Material:
      • USE Principled BSDF Shaders with Metallic Roughness Workflow
      • Materials: Export
      • Images: Automatic
      • PBR Extensions:
        1. Export original PBR Specular: OFF
      • Compression: OFF
  • Animation: all off, except Skinning
    • Include all bone influences=ON (make sure no more than 4!)
    • Export Deformation Bones Only=ON

To export a pure armature animation with blender (tested with blender 3.4):

  • start an export as GLTF
  • format: GLTF-embedded (gltf extension)
  • Include: (all off)
  • Transform: y-up
  • Geometry: all off
  • Animation: Use Current Frame=On, Shape Keys=Off, Skinning=Off, Animation=On [Limit to Playback Range=On,Always Sample=On, SampleRate=1, Export All Armature Actions=Off]

To export a rigged animation with blender (tested with blender 3.4):

  • use quaternion mode for bones - axis/ang has interpolation issues
  • start an export as GLTF
  • format: GLTF-embedded (gltf extension)
  • Include: (all off)
  • Transform: y-up
  • Geometry: all off
  • Animation: Use Current Frame=Off, Shape Keys=Off, Skinning=Off, Animation=On [Limit to Playback Range=On,Always Sample=On, SampleRate=1, Export All Armature Actions=Off]

regarding apply modifiers: This can mess up normals when exporting glTF see: KhronosGroup/glTF-Blender-IO#799