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.
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.
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.
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.
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.
Exports mesh data through the OBJ route for compatibility with older modeling, preview, or conversion tools that do not need full glTF scene structure.
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 data | Included behavior |
|---|---|
| Container | Binary GLB 2.0 container with JSON and BIN chunks aligned for GLB loading. |
| Nodes | Object names, object identifiers, parent/child hierarchy, and node transforms. |
| Transforms | Translation, rotation, and scale values for exported nodes. |
| Meshes | Vertex positions, normals, optional UV coordinates, indices, buffer views, and accessors. |
| Materials | Basic PBR metallic/roughness data including base color, metallic factor, roughness factor, alpha mask intent, normal map references when present, and emissive factor. |
| Reports | After export, the app shows an export report and mirrors status in the Assets panel report area. |
Create a cube, sphere, cylinder, capsule-like primitive, curve-converted mesh, or multi-object asset. Name the object or group clearly in the outliner.
Review position, rotation, and scale in the inspector. Reset accidental transforms when needed and ensure the correct object or subtree is selected.
Choose a material slot, preset, or capsule. Confirm color, roughness, metallic, and texture map intent before export.
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.
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.
Open the exported file in a GLB/glTF viewer, modeling tool, or target runtime. Confirm geometry, transforms, hierarchy, and basic material appearance.
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.