aframe-webxr
Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture. Use…
Blender to web export workflows for 3D models and animations. Use this skill when exporting Blender models to glTF for web, optimizing 3D assets for Three.js or Babylon.js, batch processing models with Python scripts, automating Blender workflows, or creating web-ready 3D
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name: blender-web-pipeline description: Blender to web export workflows for 3D models and animations. Use this skill when exporting Blender models to glTF for web, optimizing 3D assets for Three.js or Babylon.js, batch processing models with Python scripts, automating Blender workflows, or creating web-ready 3D pipelines. Triggers on tasks involving Blender glTF export, bpy scripting, 3D asset optimization, model compression, texture baking, or Blender automation. Exports models for threejs-webgl, react-three-fiber, and babylonjs-engine skills.
Blender Web Pipeline skill provides workflows for exporting 3D models and animations from Blender to web-optimized formats (primarily glTF 2.0). It covers Python scripting for batch processing, optimization techniques for web performance, and integration with web 3D libraries like Three.js and Babylon.js.
**When to use this skill:**
**Key capabilities:**
**Why glTF for Web:**
**glTF vs GLB:**
.gltf = JSON + external .bin + external textures .glb = Single binary file (recommended for web)
**Access Blender data and operations via Python:**
import bpy
# Access scene data
scene = bpy.context.scene
objects = bpy.data.objects
# Modify objects
obj = bpy.data.objects['Cube']
obj.location = (0, 0, 1)
obj.scale = (2, 2, 2)
# Export glTF
bpy.ops.export_scene.gltf(
filepath='/path/to/model.glb',
export_format='GLB'
)**Target Metrics:**
# Blender Python Console or script
import bpy
# Select objects to export (optional - exports all if none selected)
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['MyModel'].select_set(True)
# Export as GLB
bpy.ops.export_scene.gltf(
filepath='/path/to/output.glb',
export_format='GLB', # Binary format
use_selection=True, # Export selected only
export_apply=True, # Apply modifiers
export_texcoords=True, # UV coordinates
export_normals=True, # Normals
export_materials='EXPORT', # Export materials
export_colors=True, # Vertex colors
export_cameras=False, # Skip cameras
export_lights=False, # Skip lights
export_animations=True, # Include animations
export_draco_mesh_compression_enable=True, # Compress geometry
export_draco_mesh_compression_level=6, # 0-10 (6 recommended)
export_draco_position_quantization=14, # 8-14 bits
export_draco_normal_quantization=10, # 8-10 bits
export_draco_texcoord_quantization=12 # 8-12 bits
)#!/usr/bin/env blender --background --python
"""
Batch export all .blend files in a directory to glTF
Usage: blender --background --python batch_export.py -- /path/to/blend/files
"""
import bpy
import os
import sys
# Get command line arguments after --
argv = sys.argv
argv = argv[argv.index("--") + 1:] if "--" in argv else []
input_dir = argv[0] if argv else "/path/to/models"
output_dir = argv[1] if len(argv) > 1 else input_dir + "_gltf"
# Create output directory
os.makedirs(output_dir, exist_ok=True)
# Find all .blend files
blend_files = [f for f in os.listdir(input_dir) if f.endswith('.blend')]
print(f"Found {len(blend_files)} .blend files")
for blend_file in blend_files:
input_path = os.path.join(input_dir, blend_file)
output_name = blend_file.replace('.blend', '.glb')
output_path = os.path.join(output_dir, output_name)
print(f"Processing: {blend_file}")
# Open blend file
bpy.ops.wm.open_mainfile(filepath=input_path)
# Export as GLB with optimizations
bpy.ops.export_scene.gltf(
filepath=output_path,
export_format='GLB',
export_apply=True,
export_draco_mesh_compression_enable=True,
export_draco_mesh_compression_level=6
)
print(f" Exported: {output_name}")
print("Batch export complete!")**Run batch script:**
blender --background --python batch_export.py -- /models/source /models/output
import bpy
def optimize_mesh(obj, target_ratio=0.5):
"""Reduce polygon count using decimation modifier."""
if obj.type != 'MESH':
return
# Add Decimate modifier
decimate = obj.modifiers.new(name='Decimate', type='DECIMATE')
decimate.ratio = target_ratio # 0.5 = 50% of original polygons
decimate.use_collapse_triangulate = True
# Apply modifier
bpy.context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier='Decimate')
print(f"Optimized {obj.name}: {len(obj.data.polygons)} polygons")
# Optimize all selected meshes
for obj in bpy.context.selected_objects:
optimize_mesh(obj, target_ratio=0.3)import bpy def bake_textures(ob
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