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1

The exporter can only use a single strip per NLA track — the limitation is tracked in github.com/KhronosGroup/glTF-Blender-IO/issues/763.


0

I think you need to mark every action as "need to be exported". Lets try to be clearer. In Blender, an action (or a material, or whatever) that is not assigned to something is considered as lost instead you specify otherwise. You can specify you want to keep it by clicking that Shield icon : If you don't do that, that datablock won't be saved with ...


1

From the glTF addon docs: glTF allows multiple animations per file, with animations targeted to particular objects at time of export. To ensure that an animation is included, either (a) make it the active Action on the object, (b) create a single-strip NLA track, or (c) stash the action. You will need to create the NLA track or stash the action on each ...


1

That last link (to the official blender addon docs) is the right workflow, if you already know the basics of creating materials in Blender. If not, I would start with a tutorial on Blender's Principled BSDF, like this one. If you follow the guidelines in the addon docs, a Principled BSDF material will export to glTF correctly. More information in https://...


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You can do batch export from Blender in the same way as described in Export multiple objects to .obj, but with the glTF export API. That said, I think a standalone CLI converter might be easier to use in this case, like obj2gltf.


-2

I have same problem at 2.81 and automatically resolved at 2.83. For migration to 2.83 attention to project import routine. It make some change at object and some minor options.


1

glTF has a straightforward node hierarchy, where children always inherit all of their parent's transforms. It may not be able to exactly match Blender's options for things like "Inherit Rotation" specifically. That said, there is an "Always Sample Animations" checkbox under the animation section of the glTF exporter. This is on by ...


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