Source metadata

  • Type: Official Blender documentation
  • Maintainer: Blender documentation team
  • Accessed: 2026-04-24
  • Primary URLs:

Key takeaways

  • Blender’s glTF documentation frames glTF as a real-time model delivery format used by web and game engines. It supports meshes, textures, PBR materials, cameras, punctual lights and key animation types.
  • The glTF exporter can export selected objects, visible objects or active collections. That supports a clean student workflow where only the finished asset leaves the Blender working scene.
  • For mesh export, Blender exposes options for applying modifiers, exporting UVs, normals, tangents, vertex colours and material data.
  • The glTF material path is strongest when students use Principled BSDF-style PBR materials with image textures that can be written as PNG or JPEG.
  • The FBX documentation describes FBX as an interchange format used by applications and engines including Unity. It can bake mesh modifiers and animation into the exported file.
  • Blender’s FBX documentation also highlights limits around bone orientation, action assignment, armature instances, material conversion and some unsupported features. Those limits make Unity-side testing necessary.

Notable claims

  • glTF converts quads and n-gons to triangles for export, because runtime formats target graphics hardware.
  • Blender’s glTF material export recognises specific node patterns, especially Principled BSDF inputs.
  • Blender’s FBX support can transfer many game-useful assets, but it is not a guarantee that animation, materials or bones will appear exactly as expected in the target engine.

Relevance

This source informs:

Open questions raised

  • Should GDnD teach FBX first because Unity’s own documentation centres FBX, or teach glTF as a clearer real-time asset format and then explain Unity-specific importer choices?
  • Which Blender export preset should become the programme’s recommended baseline for static props?
  • How should animated character export be split into a separate page to avoid overloading the beginner import workflow?