Warforge StudioNative 3D asset forge
Asset handoff

GLB, glTF, OBJ, and project export.

Warforge Studio’s current handoff workflow centers on exporting authored geometry and scene data. The key path is binary GLB 2.0 export for full visible scenes or selected visible object subtrees.

Primary export

Export GLB 2.0 Scene

Exports visible scene objects that can be represented as glTF nodes. Mesh/text objects with valid faces produce mesh data, while visible empties, groups, cameras, and lights can preserve hierarchy as nodes where possible.

Primary export

Export Selected GLB 2.0

Exports the selected visible object and its visible subtree. This is the cleanest route for handing off a single modeled asset or an organized asset group without exporting the entire workspace.

Alternative export

Export glTF 2.0 JSON Scene

Exports a JSON glTF scene path using embedded buffer data. Use it when a text-based glTF package is easier to inspect or when an external tool expects JSON glTF.

Mesh handoff

Export OBJ Mesh

Exports mesh data through the OBJ route for compatibility with older modeling, preview, or conversion tools that do not need full glTF scene structure.

What the GLB path writes

Scene structure and mesh payload.

The GLB path packages a binary container with a JSON scene chunk and a binary geometry chunk. The exported asset data is focused on dependable geometry, transforms, node hierarchy, and basic material factors.

Exported dataIncluded behavior
ContainerBinary GLB 2.0 container with JSON and BIN chunks aligned for GLB loading.
NodesObject names, object identifiers, parent/child hierarchy, and node transforms.
TransformsTranslation, rotation, and scale values for exported nodes.
MeshesVertex positions, normals, optional UV coordinates, indices, buffer views, and accessors.
MaterialsBasic PBR metallic/roughness data including base color, metallic factor, roughness factor, alpha mask intent, normal map references when present, and emissive factor.
ReportsAfter export, the app shows an export report and mirrors status in the Assets panel report area.
Recommended workflow

Clean export pass.

Step 1

Build or select

Create a cube, sphere, cylinder, capsule-like primitive, curve-converted mesh, or multi-object asset. Name the object or group clearly in the outliner.

Step 2

Check transforms

Review position, rotation, and scale in the inspector. Reset accidental transforms when needed and ensure the correct object or subtree is selected.

Step 3

Assign material

Choose a material slot, preset, or capsule. Confirm color, roughness, metallic, and texture map intent before export.

Step 4

Pick export route

Use selected GLB for a single object/subtree, scene GLB for all visible scene data, glTF JSON for text-based interchange, or OBJ for simple mesh transfer.

Step 5

Read the report

After exporting, check the app’s report output. If the selection has no valid mesh, choose a different object, reveal the object, or export the full scene.

Step 6

External verification

Open the exported file in a GLB/glTF viewer, modeling tool, or target runtime. Confirm geometry, transforms, hierarchy, and basic material appearance.

Export menu locations

Use the File menu, Mesh menu, or Assets panel quick actions. The Assets panel quick actions include Export GLB Scene, Export GLB Selected, Export glTF, Export OBJ, Import OBJ, and Save Project.