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5 votes
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Export curves to SVG missing in 4.0. Is there an alternative workflow?

I have the Curves (.svg) option in my Export file formats but could not find any addon related to it at first either. The problem is, when filtering for "svg" the resulting addons are not ...
Gordon Brinkmann's user avatar
4 votes

Export presets to share

Presets are saved per Blender version in a folder on disk. On Windows : ...
Gorgious's user avatar
  • 30.4k
3 votes
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My custom exporter is not listed in File->Export

It should be TOPBAR_MT_file_export ...
Karan's user avatar
  • 1,894
2 votes

Exporting animation to Unity only has 1 frame when in 30 FPS

I got a fix! Thanks to a suggestion by @josh sanfelici I tried importing the exported FBX back to blender, in which it looked absolutely as it should be. So after some additional research I found ...
Ninkognito's user avatar
2 votes

3D scan data: Which format(s) most relevant for import to Blender?

From my experience, I can give sort out some formats: OBJ - is a standard de facto. You should have no problems in using it with Blender and other apps GLB - is usually a good choose, but not so ...
Crantisz's user avatar
  • 35k
2 votes
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Confused about missing faces on exported object

As @moonboots has said, many faces are inverted. You can see it because they are red but they should be blue. Enable Face Orientation under Overlays to see this. You also have this bug in your mesh ...
Harry McKenzie's user avatar
2 votes
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How to restore changes after exporting?

This should work, if not tell me I'll fix it ...
X Y's user avatar
  • 5,482
2 votes

Create and export bounding boxes for objects

For getting the minimal oriented bounding box you can use trimesh.bounds.oriented_bounds. You will need trimesh, networkx and <...
unwave's user avatar
  • 1,368
2 votes
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Exporting Animation of non-rigged object

The ideal way is to rig it first, then to animate it. Even if you rig it now, it will be a bit hard to transfer the animation back to the rig. Whether the animation can work as is or not, depends on ...
Mr A's user avatar
  • 1,835
2 votes
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Making sense of the FBX export settings in Blender when the FBX files are imported to Unity

Well, this is basically not a Blender question (so it will likely be closed) but I guess a lot of people have this confusion when using Blender export, so I'll answer it here. Have a look (in Unity) ...
taiyo's user avatar
  • 3,374
2 votes

Export curves to SVG missing in 4.0. Is there an alternative workflow?

I don't have 4.0.0 now, but it's certainly there in 4.0.1 and 4.0.2.
John Eason's user avatar
  • 4,561
2 votes
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How can I add another sub category to File > Export with another list of options?

here is an example (it is too much so, but i think you can figure it out) - i was too lazy to delete the superfluous stuff ...
Chris's user avatar
  • 57.4k
2 votes
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USD import-edit-export flow for Reality Composer Pro?

To get a single root-level node in the exported USD file, enter a value like /scene in the export dialog’s Root Prim field:
Rick's user avatar
  • 121
1 vote
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STL exports wrong geometry

You have some inverted normals on that object which is probably what is causing the problem. On the Viewport Overlays menu, check the Face Orientation option. The red faces show the flipped normals. ...
John Eason's user avatar
  • 4,561
1 vote

Prevent blender GLTF exporter from adding Shape Keys as animation tracks?

If Drivers have been created, they will cause blender to export them as animations, so deleting the drivers solves the issue. In my case, I was only using the drivers to more easily preview Shape Keys ...
Petter Thowsen's user avatar
1 vote
Accepted

Is there a way to change the scale of the model when exporting in GLB format?

The glTF exporter does not have this setting, as of Blender v3.6. You'll need to scale the object before export.
Don McCurdy's user avatar
  • 1,214
1 vote
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GLTF exports extra vertices

In the glTF export dialog, untick Data > Mesh > UVs and you get your 8 vertices and normals. The other option is to remove the automatically created UVMap under the object's Data > UV Maps ...
taiyo's user avatar
  • 3,374
1 vote

I designed my product but when I try to print it there are holes and mistakes in the surface, which I don't see in blender itself. How can I fix it?

It is because there are so many errors in the geometry and like someone else mentioned, a lot of it is non-manifold. You need to redo the Boolean operations for the back sides if possible. In the ...
Quentin's user avatar
  • 95
1 vote

Exporting to a .obj file skips duplicate values

I have figured out the problem, there are no bugs, it was just me misunderstanding some things. Yes the program is skipping duplicate values but for a reason, the use of index values or indices, one ...
XanCraft21's user avatar
1 vote

Why does this appear different in anything else than blender?

I've scaled down your object in order to see the problem: 1 is your building, 2 is the landscape you show, which is far away and much bigger: What you can do is switch to Edit mode and X-Ray mode (...
moonboots's user avatar
  • 151k
1 vote
Accepted

Create wall art / projection for actual walls

Kind of found a way to achieve it, unsure if it is the optimal solution: Add a background image to the camera which is the image to be projected onto the walls Adjust the scene dimensions to the ...
k.m.'s user avatar
  • 11
1 vote

FBX export modifies IK bones

I can't really tell for sure without the file but it looks like you scales aren't locked in at 1. You should try applying the transforms in the viewport with ctrl + A and hit Apply all transforms this ...
JoshuaSonnenfroh's user avatar
1 vote

Exporting a box with a hole

One possible solution is to apply the modifier within Blender. (Note that although you've phrased what you've done as, "applying a difference modifier", in Blender "applying a modifier&...
Avereniect's user avatar
1 vote
Accepted

Export stylized hair from blender to ue5 workflow

First you need to add bones and rig the hair nurbs in Blender. Here's a relatively popular video in Blender on how to achieve that. Because you're using Unreal physics, you don't have to do the wiggle ...
CrisE4's user avatar
  • 26
1 vote

Attempting to animate multiple objects without bones (they are parented to each other)

Use an armature in blender for the animation, but instead of a weight painted mesh, you can attach individual objects to the bones. To do this select an individual object, then shift select the ...
Simon Broggi's user avatar
1 vote
Accepted

"Export>GreasePencil as SVG" line thickness differs from Viewport

I am using this *Export Grease Pencil to SVG * feature in a very limited way, so I'm sure that this is not the most sophisticated solution, but maybe it can help. If you select a stroke and click on ...
zsigmond forro's user avatar
1 vote

Disable objects in collection for export

The only way I know is making more collections, equivalent hierachy tier to the things you want to exclude from export, move the objects to the new collections, then tick "Exclude from view layer&...
Khang Dinh Hoang's user avatar
1 vote
Accepted

Is it possible to batch-export fcurves of specific animations?

I have assembled a script that does exactly what i wanted it to do. It is based on the one linked in the initial submission. ...
untoldunteller's user avatar
1 vote

Object rotation during export

Blender uses floating point maths to define all it's numbers that locate an object. There is some limitations to floating point maths in the computing world so some extremely small errors can occur. ...
Psyonic's user avatar
  • 2,309
1 vote

How to turn procedural skin normal map => image texture

What you can do is plug your texture directly into the Base Color of the Principled BSDF (or even into the Output node), create an Image Texture with a new image, keep this node selected, make sure ...
moonboots's user avatar
  • 151k

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