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Export

Export writes the mesh wired into it to a .glb file your game engine can import. Choose the file once, for example inside your Unity, Unreal or Godot project’s Assets folder, and every click on Export overwrites that same file, so the engine picks up each change without you moving files around. Export ends a chain: it has no output pin, so nothing wires out of it. It exports whatever reaches its input, even when the node isn’t the one shown in the viewport, and turning on its display flag shows exactly what the file will get.

Any geometry

The mesh (or imported model) to write to the file.

Parameter What it does Default
File The .glb file each Export overwrites. Choose it once, for example inside your game project's Assets folder. Without a linked file (or in a browser that can't link files), Export downloads the file instead. None
  1. Wire the last node of your chain into Export and select the Export node.
  2. Click Choose file… and pick where the .glb goes. The name defaults to the node wired into Export.
  3. Click Export. The status line under the button shows when the file was last written.

After you reload the page, the browser asks once for permission to edit the file on the first Export. The link to the file stays with the project in this browser; on another computer or browser, choose the file again.

A project can hold several Export nodes, one per file, for example a crate and a barrel built in the same graph. Export also works inside a subnet: dive in, select the Export node, and click Export.

A model you brought in with the Import node exports as its own file again. The objects, their names and their hierarchy are the file’s own. Parts you left alone keep exactly what the file had, tangents included. Moving, turning or scaling the whole model keeps all of that too: the move is written onto the model’s top-level objects. Only the parts you edited, for example beveled or subdivided, are rebuilt, and parts you deleted drop out. Faces that didn’t come from the file, such as a Cube you merged in, export as one extra object named after the node wired into Export.

Everything else the file holds comes back too: animations, skeletons and skins, blend shapes (morph targets), cameras, lights, and the extra data tools attach to objects (glTF extensions and extras). An animated model moved as a whole still plays the same animation.

Sometimes the file can’t keep something, such as an edited part’s tangents, the skin or blend shapes of an edited character part, or the animation of a part you deleted. When that happens, an amber ! badge appears on the Export node after the export; hover it to read what changed. The next export without such notes clears it.

A mesh that went through Auto Rig exports as a skinned mesh: the file holds the character, its skeleton in the rest pose, and the skin weights that bind the two. Each clip added with Add Animation is written as an animation of its name (Idle, …) in the same file, which game engines import as separate clips of the one character. Without Add Animation the file holds no animation; play your own on it in the game engine. Auto Rig’s test motion is never exported.

A rigged model that came from an imported file is written as one new skinned mesh. The file’s own object hierarchy, animations, cameras and lights are left out, and the badge on the Export node says so.