Documentation / Node reference / geo nodes

geo/GLTFExporter

Writes the input objects to a binary glTF file (.glb), the interchange format Blender, three.js and the game engines read.

Files

glTF holds many objects, so every renderable object on the input becomes one node and one mesh in a single scene. Each keeps its own transform in the glTF node rather than having it baked into its vertices, which is what makes the file re-editable. Points, normals, UVs and per-point colours travel when the geometry carries them, along with one material per object carrying its flat colour. One file, no side-car: the geometry rides in the .glb's own binary chunk. Coordinates pass through 1:1, and glTF units are meters. Triangle, segment and point geometries export as the matching glTF primitive; any other kind is skipped rather than converted, so tessellate or triangulate with a node placed before this one. An empty input simply writes nothing. Not written in this pass: textures, animation, skinning, compression extensions such as Draco, and the .gltf text form with an external .bin.

Parameters

Name Type What it does
fileNameMode UInt8 NODE_NAME · NODE_PATH · CUSTOM_NAME How the file is named: after this node, after the node's full path in the scene (still unique when exporters in different subnets share a name), or after the name param typed below.
name String File name to write, without the .glb extension.
download Button Cook the node and write the file.

Examples

Scenes you can open in the editor that teach this node.

A two-colour nameplate written to a single .glb, the interchange file Blender, three.js and the game engines read: every object keeps its own transform and its material's colour, and no preparation transform is needed because glTF shares Polygon's Y-up, meter conventions.

geo/GLTFExporter

Import and export Materials

See also

This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.