Welcome > Overview > Account Creation/Login > Project Setup > 3D Setup > Otimization > Texture Baking > Exporting
Why GLB/glTF is Preferred:
GLB/glTF is the industry standard for real-time applications. It supports PBR materials, animations, compressed file size, and is fully compatible with WebGL, game engines, and VR/AR platforms.
Include
Selected Objects: Only export what is selected to avoid unnecessary data in the final file.
Transform
+Y Up: Ensures correct orientation in engines that use Y as the up axis (Unity, WebGL, etc.).
Geometry
Apply Modifiers: Applies any non-destructive modeling changes.
UVs: Optimize and ensure proper unwrapping for texture use.
Animation
Include Animations: Only export the needed animations.
Do not export all scene actions: Avoid exporting unrelated animation actions. Use NLA strips or organize Actions carefully.
Example Image (insert screenshot showing export window with correct options selected)
Use clean, minimal bone hierarchies.
Apply transforms before rigging (Ctrl + A).
Avoid unnecessary constraints or non-deform bones.
Organize different animations as NLA Tracks: e.g., "Walk", "Run", "Jump".
Only one Action per model: Each character/object must have a single active action during export.
All animations in a single GLB file will play simultaneously unless separated during runtime.
Reduce keyframe density using Simplify modifier.
Bake only essential movements.
Remove bones with no influence or animation.
Node Wrangler (comes with Blender): Speeds up shader editing and material creation.
GoB: Great for back-and-forth workflow with ZBrush (if you’re familiar with ZBrush).
glTF-Blender-IO: Official exporter for glTF/GLB. Already included in Blender.
Whenever you feel your model is too heavy, we recommend using an online GLB viewer and compressor (such as the one from Babylon.js).
Draco compression can significantly reduce the file size.
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