export_glb
Export Blender scenes to GLB, choosing specific objects or all visible geometry, with Draco compression and texture size limits.
Instructions
Write a GLB of the named objects (with children), or of all visible geometry. glTF uses +Y up and triangulates
every face. influences 4 (or 8) is the bones per vertex that the game engine reads. draco compresses geometry (the game
needs the Draco decoder). Options this Blender does not know are reported as ignored_options. scale multiplies the
whole export about the world origin (a 0.1 m model with scale 10 leaves as 1 m). The scene is restored after the
export; the scale is written as the node scale of the top objects. max_texture_size (pixels on the longer side)
writes smaller copies of larger textures into the GLB; the images in the scene and on disk stay as they are. Nine
2048 px maps make a file of about 25 MB: 1024 or 512 is enough for a small prop. The answer has textures: count,
bytes, and name, size and bytes of each image in the file.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | Yes | ||
| draco | No | ||
| names | No | ||
| scale | No | ||
| skins | No | ||
| tangents | No | ||
| animations | No | ||
| influences | No | ||
| apply_modifiers | No | ||
| max_texture_size | No |