MCP backend
Use when: Any export to a non-.blend format, packaging for game engines, web, AR, or 3D printing.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
Blender Export
Export to the right format with the right settings. Wrong format choice = days of debugging in the target platform.
Format decision tree
Where is this going?
├── Web (Three.js, Babylon.js, model-viewer, AR Quick Look) → glTF / GLB
├── Game engine (Unity, Unreal, Godot)
│ ├── Animated/rigged → FBX (or glTF for modern engines)
│ └── Static → OBJ or FBX or glTF
├── Apple AR (USDZ) → USDZ (special, see Recipe 6)
├── 3D printing → STL (geometry only, must be watertight)
├── VFX pipeline (Maya, Houdini, Nuke) → USD
└── DCC roundtrip → FBX (industry standard)
Quick rule for unknown target: glTF / GLB. Open standard, modern, universally supported.
Recipes
Recipe 1 — glTF / GLB export (web / AR / general)
import bpy
bpy.ops.export_scene.gltf(
filepath='/tmp/output.glb',
export_format='GLB', # single-file binary; preferred
export_apply=True, # apply modifiers before export
export_materials='EXPORT',
export_image_format='AUTO', # PNG; AUTO falls back to JPEG for opaque images
export_yup=True, # Y-up convention (most engines / web expect this)
export_animations=True, # toggle off for static models
export_morph=True, # shape keys
export_skins=True, # armatures + weights
export_normals=True,
export_tangents=False, # skip unless target uses tangent-space normals beyond standard
)
# Verify
import os
size_mb = os.path.getsize('/tmp/output.glb') / (1024 * 1024)
print(f"export:gltf {size_mb:.2f} MB")
glTF caveats:
- Only Principled BSDF materials export cleanly. Procedural shaders are dropped or simplified.
- Hard cap: 15 MB; soft target: 8 MB.
- No KTX2 / Draco compression (unless target supports those loaders).
- PNG textures only (max 1024×1024 typical).
Recipe 2 — Decimate before export (if too large)
import bpy
obj = bpy.data.objects['GEO-target']
if obj.type != 'MESH':
raise ValueError('Decimation requires a mesh')
selected = list(bpy.context.selected_objects)
active = bpy.context.view_layer.objects.active
mode = active.mode if active else 'OBJECT'
try:
if mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
mod = obj.modifiers.new('Decimate', type='DECIMATE')
mod.decimate_type = 'COLLAPSE'
mod.ratio = 0.7 # keep 70% of faces; lower = more reduction
bpy.ops.object.modifier_apply(modifier=mod.name)
finally:
bpy.ops.object.select_all(action='DESELECT')
for item in selected:
item.select_set(True)
bpy.context.view_layer.objects.active = active
if mode != 'OBJECT':
bpy.ops.object.mode_set(mode=mode)
print(f"decimated:{obj.name} verts:{len(obj.data.vertices)}")
Then re-export. Iterate ratio until file size fits target.
Recipe 3 — FBX export (game engines)
import bpy
bpy.ops.export_scene.fbx(
filepath='/tmp/output.fbx',
use_selection=False,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_ALL',
bake_space_transform=True, # critical: applies rotation to mesh
object_types={'MESH', 'ARMATURE', 'EMPTY'},
use_mesh_modifiers=True,
mesh_smooth_type='FACE',
use_armature_deform_only=True,
bake_anim=True,
bake_anim_use_all_bones=True,
bake_anim_use_nla_strips=True,
bake_anim_use_all_actions=True,
bake_anim_force_startend_keying=True,
embed_textures=True, # critical: embed textures into FBX
path_mode='COPY',
axis_forward='-Z',
axis_up='Y',
)
print('export:fbx')
Common FBX gotchas:
- Model rotated 90° in target → check
axis_up='Y', axis_forward='-Z' - Model 100× too large → Apply Transform on the object before export
- Textures missing →
embed_textures=True, path_mode='COPY' - Animation only plays one action → use NLA + bake all actions
Recipe 4 — OBJ export (simple / universal)
import bpy
bpy.ops.wm.obj_export(
filepath='/tmp/output.obj',
export_animation=False,
apply_modifiers=True,
export_eval_mode='DAG_EVAL_VIEWPORT',
export_uv=True,
export_normals=True,
export_materials=True,
export_triangulated_mesh=False,
forward_axis='NEGATIVE_Z',
up_axis='Y',
)
print('export:obj')
OBJ has no animation, no rigging, basic material support only. Use for simple geometry exchange.
Recipe 5 — STL export (3D printing)
import bpy
bpy.ops.wm.stl_export(
filepath='/tmp/output.stl',
ascii_format=False, # binary STL (smaller, faster)
apply_modifiers=True,
)
print('export:stl')
Critical for STL:
- Mesh must be watertight (no holes, no flipped normals, no internal faces).
- Pre-export: in Edit Mode, run
Mesh → Clean Up → Make Manifold. - STL has NO units — most slicers assume mm. Set Blender scene units to mm before modeling.
- STL has NO color/material — single-color grey only.
Recipe 6 — USD export (VFX pipeline)
import bpy
bpy.ops.wm.usd_export(
filepath='/tmp/scene.usdc',
export_animation=True,
export_uvmaps=True,
export_normals=True,
export_materials=True,
use_instancing=True,
export_textures=True,
overwrite_textures=True,
)
print('export:usd')
USD variants:
.usd— text-based (debuggable, large).usdc— binary (compact, fast — default choice).usda— ASCII (human-readable, larger).usdz— zipped USD with all assets (Apple AR / iOS)
Recipe 7 — Pre-export checklist (run before any export)
import bpy
# 1. Apply transforms (rotation + scale baked into geometry)
obj = bpy.data.objects['GEO-target']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
# 2. Recompute normals
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.object.mode_set(mode='OBJECT')
# 3. Apply modifiers (some exporters keep them, but for portability apply before export)
# Already done via export_apply=True / use_mesh_modifiers=True flags
# 4. Verify mesh stats
mesh = obj.data
print(f"export_check:{obj.name} verts:{len(mesh.vertices)} faces:{len(mesh.polygons)}")
Recipe 8 — Verify exported file
import os
filepath = '/tmp/output.glb'
if not os.path.exists(filepath):
print(f"ERROR:not_found {filepath}")
else:
size_mb = os.path.getsize(filepath) / (1024 * 1024)
print(f"verified:{filepath} {size_mb:.2f}MB")
Always verify after export. Use the host's shell tool: ls -la /tmp/output.glb.
Recipe 9 — Unreal collision meshes
Export a separate collider with the render mesh in the same FBX. Its name must
match the render mesh exactly: SM_Chair → UCX_SM_Chair_01, _02, and so on.
For existing GEO- names, derive the collider name from that actual name; do not
rename the render mesh just to fit an example.
| Prefix | Required shape |
|---|---|
UCX_ | One closed, outward-wound convex hull |
UBX_ | Rectangular box, not deformed geometry |
USP_ | Sphere, not a stretched ellipsoid |
UCP_ | Cylinder with hemispherical ends |
Use several simple hulls for concave props: one hull around a table blocks the
space underneath. Derive positions from geometry, not hand-entered guesses.
A face-plane convexity test alone accepts open or empty meshes; it is not an export
gate. Use scripts/collision_preflight.py to inspect the evaluated collider,
check names/closedness/winding/volume/convexity, and export only the intended objects.
It rejects rather than repairs invalid geometry and preserves selection/mode.
import bpy, runpy
# Substitute the installed helper path; load inside Blender, not ordinary Python.
helpers = runpy.run_path('/absolute/path/to/blender-export/scripts/collision_preflight.py')
mesh = bpy.data.objects['SM_Chair']
colliders = [bpy.data.objects['UCX_SM_Chair_01']]
result = helpers['export_collision_fbx'](mesh, colliders, '/tmp/chair_collision.fbx')
print(result)
The primitive checks cover local-axis authored boxes/spheres/capsules; use UCX_
for shapes outside those constraints. Boxes/spheres are unsuitable for a
non-uniformly scaled render object. Use a new output path rather than overwriting.
Only one render mesh per collision FBX is supported by this helper.
Engine-side behavior is not yet validated. Epic documents these conventions, but an Unreal import must verify hull count, openings, scale, and collision before claiming engine acceptance. Missing custom collision may instead trigger automatic collision generation; do not assume every importer configuration behaves alike.
Recipe 10 — Multires: bake to the cage, then export
A live Multires modifier may export every evaluated subdivided face or omit sculpt geometry, depending on exporter settings. For a low-poly asset, bake the detailed surface to a normal map and export level 0. A 30-face cage at level 8 is approximately 2 million faces.
Use scripts/multires_bake_export.py for a single-material target with UVs, an active
Image Texture holding a Non-Color bake image, and exactly one enabled Multires
modifier last in the stack. The helper sets viewport level 0 before baking,
keeps it there through FBX export, saves/connects the normal map, and then restores
selection, active object, mode, bake settings, engine, and subdivision levels.
Use a single-user material and bake image. It does not overwrite an existing normal
connection or accepted output files.
import bpy, runpy
helpers = runpy.run_path('/absolute/path/to/blender-export/scripts/multires_bake_export.py')
result = helpers['bake_export_cage'](
bpy.data.objects['GEO-target'], '/tmp/target_normal.png', '/tmp/target_cage.fbx')
print(result)
A saved normal map/material connection is the intended change. On failure,
generated files remain failure evidence; the helper restores temporary state and
removes its new normal connection. Use new paths for a retry. To include colliders,
pass an export_fbx callback that calls export_collision_fbx inside this helper's
level-0 context; see references/unreal-export.md.
Do not re-export after subdivision levels have been restored, or add ordinary meshes
to the bake selection.
The helper detects the installed 5.x/4.x bake-property layout rather than assuming a spelling. Live validation is on Blender 5.1.1; Blender 4.x and Unreal imports remain unverified. Normal maps preserve surface shading, not silhouette changes.
Polycount targets per platform
| Platform | Target | Notes |
|---|---|---|
| Web (glTF) | ≤ 30 000 tris | Mobile-safe |
| Hero web asset | ≤ 60 000 tris | Desktop OK |
| Unity / Unreal hero | 50 000–100 000 tris | High-end |
| Mobile game | ≤ 10 000 tris | Per asset |
| AR USDZ | ≤ 50 000 tris | iOS recommendation |
| 3D print | unlimited | But export size matters |
Common pitfalls
| Symptom | Fix |
|---|---|
| FBX has no textures | Set embed_textures=True, path_mode='COPY' |
| Procedural material missing in glTF | Bake to image textures first; use only Principled BSDF |
| Game engine: model rotated 90° | FBX: axis_up='Y', axis_forward='-Z'; glTF: export_yup=True |
| Game engine: model 100× too large | Apply Transform; check unit scale |
| OBJ won't import elsewhere | Stick to ASCII filenames |
| STL won't print | Make Manifold; recompute normals |
| GLB > 15 MB | Apply Decimate (Recipe 2); reduce textures to 1024×1024 |
| Bone count exceeded | Limit weights to 4 per vertex; reduce bone count |
| Animation didn't export | glTF: export_animations=True; FBX: bake_anim=True |
| Unreal: missing/wrong custom collision | Check names, convex closed hulls, and same-file selection (Recipe 9); inspect the import in Unreal |
| Multires bake fails with a misleading multi-resolution error | Keep Multires last and isolate the target selection (Recipe 10) |
| Baked normals disagree with exported cage | Set viewport level 0 before baking, not just before export |
| FBX unexpectedly contains millions of faces | Viewport levels controls evaluated Multires export, not total_levels |
| Unreal: no smoothing-group information | Use mesh_smooth_type='FACE'; then verify inside Unreal |
When to load references/overview.md
Load when:
- Multi-format batch export needed
- Asset Browser / library override workflow
- USDZ for Apple AR specifics
- Game engine roundtrip troubleshooting (Unity/Unreal-specific quirks)
- LOD generation strategy
The reference covers: per-format pitfalls, asset browser workflow, library overrides for production, USD composition, polycount targets per platform.