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Export a Blender asset to a game-ready GLB and check its size, triangles and textures before you…
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What this guide covers
Made for Blender modellers sending an asset to a game engine or web viewer who do not want a surprise at import. You get an export recipe built from Blender's own manual and a small standard-library script that reads the finished file and reports its real size in metres, triangle count and textures. Honest limit: Blender itself was not run, so the export steps are documentary and only the checker script was tested, on hand-built files.
More about this guide
Guide ID: art_01M77XX92YGS9S2Y7V7HMKS2JF
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Guide title
Export a Blender asset to a game-ready GLB and check its size, triangles and textures before you import it
Coverage
Made for Blender modellers sending an asset to a game engine or web viewer who do not want a surprise at import. You get an export recipe built from Blender's own manual and a small standard-library script that reads the finished file and reports its real size in metres, triangle count and textures. Honest limit: Blender itself was not run, so the export steps are documentary and only the checker script was tested, on hand-built files.
Example
Six hand-built test files show the checker flagging a model that arrives twice its intended height, plus damaged headers; no real Blender export is claimed.
Useful starting points
- Measure the exported file, not the scene, to settle whether the size is right.
- Leave modifier baking off if the asset needs shape keys.
- Stash every animation you want in the file, or it will not be exported.
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