glTF Export Beta Available Now

Hi Creators,

We are excited to announce the beta release of glTF Export in Studio. You can now export 3D assets uploaded to your account or your group’s accounts to a glTF file.

What is glTF?

glTF is a lightweight and powerful 3D interchange file format that is supported by popular 3D applications including Blender and Autodesk Maya. This feature enables powerful workflows including:

  • Running Avatar Auto-Setup and finalizing the meshes or cages in Blender
  • Exporting your scene for high-fidelity renders in another 3D application
  • Creating 3D content (e.g., Part-based models, Editable Meshes, Cube3D generations) in Roblox and making modifications in an external application

How to use glTF Export

First, enable the glTF export beta through File > Beta Features > glTF Export

You can either export a set of selected items from Explorer, or you can export your entire place.

  • To export a set of selected items from Explorer, right click, navigate to “Save / Export,” and click “Export as glTF”
  • To export your entire place navigate to the “File” menu, then click “Export as glTF”

A dialog box will appear, allowing you to customize export settings. Here you can specify whether you want to include skinning, textures and/or cages.

  • Skinning: When checked, the exported file will include skinning data such as bones and dynamic heads if present in Roblox Studio.
  • Textures: When checked, the exported file will include texture data such as decals and PBR textures if present in Roblox Studio.
  • Cages: When checked, the exported file will include cage data if present in Roblox Studio.

Clicking “Export” will run a permissions check, and warn you if any assets cannot be exported. From here, you can right click an asset and select “Show in Explorer” to see more details.

Clicking “Export” again will open a file dialog, where you can choose the name and path of the exported glTF file. Following the glTF 2.0 specification, the output will be a single .gltf file that includes embedded textures.

Export permissions

We’re excited to enable a powerful feature that can help you optimize your asset iteration flows. However we want to be mindful of the asset creator’s intent, so we’re first restricting this beta with respect to certain classes of assets you don’t own. We are working to improve our permission system powering glTF export, but it does not currently support all the use cases for assets that you (or your group) do not own at scale, including collaborators’ shared assets and assets acquired from the Creator Store.

These assets CAN be exported:

  • Assets directly uploaded to your account
  • Assets directly uploaded to one of your group accounts
  • Mesh and Image assets that have been explicitly shared with you or your group (You can find assets shared with you in the revamped Asset Manager beta.)

These assets CANNOT be exported:

  • Avatar Marketplace assets
  • Acquired Creator Store assets
  • Shared collaborator assets where the underlying Meshes/Images have not been explicitly shared
  • Other Open Use (public) assets that have not been explicitly shared with you or your group

We know the current restrictions may not meet all creators’ needs, but we are releasing the beta because it addresses many initial use cases. We’d love to hear about the additional use cases you’d like to see supported to help us improve the system.

Note: These permission restrictions only apply to glTF Export, and do not apply to the current OBJ exporter.

How is this different from the existing OBJ export feature?

Previously, Roblox only supported exporting to an OBJ file, which is a more limited file format. glTF export supports the following key features that the OBJ export does not support:

  • Preserving Scene Hierarchy
  • PBR textures
  • Skinning
  • Rigs
  • Vertex Colors
  • Instances
  • Dynamic Heads

Limitations

glTF Export has the following limitations:

  • Animations are not exported (but let us know if you want it and how you would like to use it)
  • Layered clothing won’t always be positioned correctly, and it will not deform to the avatars body outside of Roblox
  • Cannot export assets that you or your group don’t own, and were not explicitly shared with you. See more details above.

Known bugs:

  • We’re investigating issues where some FACS rigs don’t export correctly
  • We are aware of an issue that causes exports with ONLY non-numeric asset ids (like the spawn location decal) to hang indefinitely. This should be a rare scenario, and a fix is in-progress. As a workaround, include a numeric asset in your export or remove the non-numeric ones.

What’s next

We are eager to receive your feedback on this new beta feature. We are also investigating the expansion of permissions to offer greater flexibility. Your input is crucial! Please share your specific use cases that you would like to see supported.

154 Likes

This topic was automatically opened after 11 minutes.

This update is awesome! :grinning_face_with_smiling_eyes:
Though I would love to be able to use this new export type in a way where I can freeze animation frames to get a certain pose in skinned rigs.

10 Likes

Great update.
Now just waiting for the Reimport feature…

5 Likes

christ how many new features are you guys going to add

3 Likes

I noticed rigs with custom Normals get glitched when you export through GLTF. Going to do more testing and post more encountered bugs. P.S. you guys are killing it!

8 Likes

As long as it’s just single poses you’re interested in we should already support that!

Because animations aren’t traditionally part of the Roblox scene and usually get loaded by script during play we weren’t totally sure the right interface to let you select what animation you wanted to export on each rig. But for bones (instances in the workspace!) there’s a pretty clear export behavior.

Please let us know if you run into any issues!

7 Likes

I’ll look into this! I think it might be an issue with our min/max position bounds not being set right now. Is this a dynamic head by chance?

2 Likes

Are there plans to fix all of the bones facing upwards? That’s a pretty annoying bug, definitely makes rig exporting harder than it should be. Other than that, wonderful update! This’ll probably make the lives of animators a LOT easier.

6 Likes

This is genuinely so awesome, this is so useful for people who make their builds in Roblox Studio and export the PBR textures into blender!

3 Likes

Why? What do you think you are possibly accomplishing by imposing this? Do you really think people intentionally trying to steal assets are going to be at all hindered by this when you literally already support a direct way to circumvent these restrictions in their entirely?

All this does is introduce a major deal breaker for good-faith usage, on merit that it’ll make someone uploading fake dominuses have an easier life or something. If you can’t even export a simple cone mesh from the toolbox, nobody will use this.

Case in point: I use the endorsed Synty asset packs often. I like to export meshes from this pack to alter and optimize them. Sometimes I take large sections of the maps I create with these meshes and export them as one single mesh so I can reuse them later. This feature would work perfectly with my workflow, but this stupid restriction makes it next to useless.

25 Likes

Roblox team has been dropping absolute banger updates recently, and this is definitely one of them. This will definitely let people get into animating on Blender more smoothly with the exporting rigs feature. :+1:

4 Likes

Permission checks making the feature unusable…

13 Likes

Maybe this is a different team but can we please get an updated animation editor?

Selecting the play head is super annoying and the UI feels clunky and unresponsive overall.

Also, there’s quirks with how bones need to be parented to show up in the animator, but can be moved and play regardless. It’s been reported and forwarded, that was a bit ago, no response.

I assume there’s nobody responsible for the animation editor at this point, or they’d all be busy with something else. Not that I could do it, I’d have no idea where to begin really.

4 Likes

Hey @index_self ,

I appreciate your honest reaction. I work on the engineering team that built this.

We’re looking into ways to reduce the permissions friction to unlock more workflow journeys in the future. The toolbox one you mentioned is def. meaningful to many others too. Apologies this release wasn’t able to meet your expectations there.

8 Likes

wow, y’all finally did it. did not think i would be alive to see the day..

Thanks for the quick response! I appreciate all the work you guys have done, and the system is really well made. The issue is just the policy.

If there needs to be a compromise, assets uploaded by Roblox should at least be exempt from the restriction. That would probably take care of my personal case and some of the other cases with characters. Not being able to export the dummy rig doesn’t seem right.

Long term, though, I think anything that is public on the toolbox should at least be exportable. The creator already waives their copyrights when they make it public, after all.

15 Likes

With the introduction of glTF, will there ever be support for USD? I don’t see any reasons to not allow USD imports as its a relatively close concept to glTF, just for different uses.

1 Like

Does roblox have any plans to add png animations?

great update but just add emission maps already PLEASE

5 Likes