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5.1
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File menu

Detailed table of content

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Detailed table of content

File Menu

File menu

The File menu contains file related functionality.

New

Creates a new scene, using the current active template.

New from Template

New from Template

Choose to create a new file with predefined Application Templates.

Application templates is a collection of workspaces for a predefined purpose.

Standard Application Templates

General

General

The general application template comes with the workspaces to create 3D content.

2D Animation

2D Animation

The 2D Animation application template comes with the workspaces to create 2D animation.

All

All

The All application template contains all default workspaces.

Sculpting

Sculpting

The Sculpting application template comes with the workspaces for sculpting needs.

VFX

VFX

The VFX application template comes with the workspaces for motion tracking.

Video Editing

Video Editing

The Video Editing application template comes with the workspaces for video editing.

Open

Open a blend file.

Clear Recent Files List

Clears the recent files list.

Open Recent

Open Recent

Open last recent blend files.

More

More

Open a search field where you can search for specific files.

Clear Recent Files List

This clears the recent files list. When you clear, you will be prompted with which items you would like to remove.

Remove

Remove
EntryWhat it does
All ItemsRemoves all the items in the list.
Items Not FoundRemoves only the missing files from the list. If a file exists in the list, it won’t clear it.

Recent Context Menu - Open File Location

Recent Context Menu - Open File Location
Recent Context Menu - Open File Location

Opens the recent blend file file location in the operating system’s file explorer.

Revert

Reload the last saved file.

Recover last Session

Open the last closed blend file. (quit.blend)

Recover Autosave

Open the last autosaved blend file.

Save

Save blend file.

Incremental Save

Incremental Save
Incremental Save

Saves an already saved blend file with incremental file name. myfile.blend gets saved as myfile1.blend, myfile2.blend, myfile3.blend, and so on.

You need to have the blend file saved once to set this save method active.

Save As

Save blend file as.

Save Copy

Saves a copy of the current file.

Link allows you to link content from another blend file. The content remains in the other blend file. The linked blend file will be required to work with the linked content.

When you click at Link then a file browser will open. Down left you will see some further options.

Advanced Filter

Advanced Filter

This filter allows you to filter the content of the blend file for specific object types.

Import Settings

Import Settings

At the right you can reveal the import settings.

EntryWhat it does
Relative PathAvailable only when linking, see relative paths.
SelectMakes the object Active after it is loaded.
Active LayerEnabled by default, the object is assigned to the visible layers in your scene. Otherwise, it is assigned to the same layers it resides on in the source file.
Instance CollectionsThis option links the collection to an object, adding it to the active scene.

Please Note:

When you select an Object type, it will be placed in your scene at the cursor. Many other data types - cameras, curves, and materials for example - must be linked to an object before they become visible.

You cannot move a linked object. Its position is defined in its source file. If you want to modify the object locally you can either use Dupli Groups or make the object local, in the 3D View, Object / Relations menu.

Appending data you already have linked, will add objects / groups to the scene, but will keep them linked (and un-editable).

Known Limitations

In general dependencies shouldn’t go in both directions. Attempting to link or append data which links back to the current file will likely result in missing links.

When linking objects directly into a .blend file, the Rigid Body settings won’t be linked in since they’re associated with their scenes world. As an alternative you could link in the entire scene and set it as a Background Set Scene.

Append

Append allows you to append content from another blend file. The content will be copied over, and become part of the current blend file.

When you click at Link then a file browser will open. Down left you will see some further options.

The difference to Link is that with Append the object becomes part of the current blend file. And it is editable.

Advanced Filter

Advanced Filter

This filter allows you to filter the content of the blend file for specific object types.

Import Settings

Import Settings

At the right you can reveal the import settings.

EntryWhat it does
SelectMakes the object Active after it is loaded.
Active CollectionPut the new objects into the active collection.
Instance CollectionCreate instances for collections rather than adding them directly to the scene.
Fake UserSet Fake User for appended objects, except Objects and Groups
Localize AllLocalize all appended data, including indirectly linked from other libraries.

Data Previews

Data Previews

Data Previews is a sub menu with functionality around the Data Preview in the Bforartists file browser. The functionality in this menu creates and handles previews of the objects in a blend file.

Data Previews are displayed in the file browser when you link or append something from this file and when you use thumbnails as display method. It is meant for the case when you want to turn a blend file into an asset library. Materials, ready textured objects, etc. .

Workflow:

Data Previews

First create a scene with your assets. Make sure to remove the camera from the scene. It can work, but it can also make trouble, and prevent the batch generation to work at the blend file. And an asset library doesn't need a camera anyways. Not so important is lights, it does not make trouble like the camera. But you won't get a data preview icon for lights.

Save the scene. Restart Bforartists or create at least a new scene. We want to have a look what we currently get as preview when we want to link or append from this blend file. Make sure to turn the view in the file browser to thumbnails. It's always just the default icon for the assets. Left Materials, right the Objects.

Data Previews
Data Previews
Data Previews

Now let's run Batch Generate Previews at this blend file.

Data Previews
Data Previews

This process takes a while. Now let's try to append from the same file again. You will get proper preview thumbnails now. Left Materials, right the objects. Here you will see again that lamps have no preview icon.

Data Previews
Data Previews
EntryWhat it does
Refresh Data Set PreviewsRefreshes the existing data set previews.
Batch Generate PreviewsGenerates the previews for the data objects in the selected blend file(s). The scene that you want to work at should not be loaded.
Clear Data Set PreviewsRemoves existing previews for some types in the target blend file.
Batch Clear PreviewsRemoves all existing previews in the target blend file.

Import

Import

Import is a sub menu with the available 3D import file formats. You will be prompted to the load dialog which provides some further import options down left in the file browser tool shelf.

Note that im- and exporters are partially addons that can be disabled. So some content might miss.

Operator Presets

Operator Presets
Operator Presets

The operator presets exists on nearly all importers and exporters. Exceptions are for example the *.stl importer. They allow you to reset the importer settings to the defaults. And allow you to store your own presets. The presets are just valid for the importer or exporter with which you have saved the presets.

Operator Presets dropdown

EntryWhat it does
Restore Operator DefaultsRestores the importer or exporter settings to their default values
List of available presetsThe list of available presets. The string *Missing Paths* indicates that no custom preset exists yet.

Add Operator Preset

Add Operator Preset

Adds a new operator preset. A popup dialog will appear where you can give the new preset a name.

Remove Operator Preset

Removes the active preset. Note that you cannot display the current active preset. So choose it from the list, and then click at the remove operator.

Import Drag and Drop

Import Drag and Drop
Import Drag and Drop

You can optionally drag and drop multiple files into the 3D Viewport to directly import different file types. This will batch import the selection from the explorer with a floating dialogue from the importer settings.

Note: You can only drag in a group of multiple files if they are the same file format. If you have multiple selected, it will prompt you if you should import one or the other file type.

Alembic

Alembic

The alembic file format is for static geometry. It does not support armatures, hair or particles.

EntryWhat it does
GeneralScale: Set the import scale factor.
OptionsRelative Path: Select the file relative to the blend file. · Set Frame Range: Sets the Frame range start and end point in Bforartists to match the one in the alembic file. · Is Sequence: Import sequenced files that are split in cache parts. · Validate Meshes: Check for invalid mesh data in the file. Note that this operation may take some time. · Always add Cache Reader: Add cache modifiers and constraints to imported objects even when they are not animated. This allows updating the alembic archive when reloading.

USD

USD

Imports a Universal Scene Description (USD) file. It reads *.usd, *.usdc and *.usda files.

General

EntryWhat it does
Path MaskImport only the subset of the USD scene rooted at the given primitive.
IncludeWhat to include · Visible Primitives Only: Do not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be imported. · Defined Primitives Only: Import only defined USD primities. When this is disabled, this allows importing USD primitives which are not defined, such as those with an override specifier. · Set Frame Range: Update the scene’s start and end frame to match those of the USD stage. · Create Collection: Add all imported objects to a new collection. · Relative Path: Select the file relative to the blend file.
ScaleThe scale size at import.
Light Intensity ScaleScale for the intensity of imported lights.
Custom PropertiesBehaviour when importing USD attributes as custom properties. · All Custom: Import all USD custom attributes as custom properties. Namespaces will be retained in the property names. · User: Import all USD user defined attributes as custom properties. Namespaces will be retained in the property names. · User: Import not custom attributes as custom properties.

Object Types

Object Types
EntryWhat it does
CamerasImport cameras (perspective and orthographic).
CurvesImport curve primitives, including USD basis and NURBS curves. (Note that support for Bézier basis is not yet fully implemented.)
LightsImport lights. Does not currently include USD dome, cylinder or geometry lights.
MaterialsImport materials. See also the experimental Import USD Preview option.
MeshesImport meshes.
VolumesImport USD OpenVDB field assets.
Point CloudsImport pointcloud data.
USD ShapesImport USD Shapes.
Display PurposeProxy: Include primitives with purpose proxy. · Render: Include primitives with purpose render. · Guide: Include primitives with purpose guide.

Material Purpose

Material Purpose
EntryWhat it does
All PurposeAttempt to import all purpose materials.
PreviewAttempt to import preview purpose materials.
FullAttempt to import full materials.

Geometry

Geometry
EntryWhat it does
UV CoordinatesLoad mesh UV coordinates.
Color AttributesImport the USD mesh display Color values as Blender mesh vertex colors.
Mesh AttributesRead USD PrimVars as mesh attributes.
SubdivisionImport Subdivision.
Validate MeshesEnsure the data is valid on import (when disabled, data may be imported which causes crashes displaying or editing)
Merge parent XFormAllow USD primitives to merge with t heir XForm parent if they are the only child in the hierarchy.

Rigging

Rigging
EntryWhat it does
Shape KeysImport all shape keys.
AnimationImport all animation keyframes.

Materials

Materials
EntryWhat it does
Import all MaterialsImport all materials. Also materials that are not used by the geometry.
Import USD PreviewConvert USD Preview Surface shaders to Principled BSDF shader networks.
Set Material BlendIf the Import USD Preview is enabled , the material blend method will atomatically be set based on the shader's opacit and poacity threshold inputs.
Material Name Collision
Material Name Collision

How to import the material name when it conflicts with an existing material in the scene.

EntryWhat it does
Make UniqueImport each USD material as a unique material.
Reference ExistingIf the material with the same name exists, replace the USD material with existing material.
Set Material Blend

If the Import USD Preview option is enabled, the material blend method will automatically be set based on the opacity and opacityThreshold shader inputs, allowing for visualization of transparent objects.

Textures

Textures
Import Textures
Import Textures

How to import textures.

EntryWhat it does
NoneDon't import textures.
PackedImport Texture as packed data.
Copy

Copy files to texture directory.

Textures Directory

The textures directory.

File Name Collision

File Name Collision

What to do if a texture name already exists.

Particles and Instancing

Particles and Instancing
Scene Instancing

Import USD scene graph instances as collection instances.

SVG as Grease Pencil

SVG as Grease Pencil
SVG as Grease Pencil

Imports a svg file as a grease pencil object.

EntryWhat it does
ResolutionThe resolution of the svg import.
ScaleThe scale of the svg import.

FBX

FBX

FBX is a proprietary file format from Autodesk. FBX is a general file format that is able to store and load animation.

General

General
EntryWhat it does
ScaleScale factor at import.
Custom PropertiesImport User properties as Custom properties
Enums as StringsStore enumeration values as strings.

Geometry

Geometry
EntryWhat it does
Custom NormalsImport custom normals.
Subdivision DataImport Subdivision.
Vertex Colors
Vertex Colors

Import vertex colors if they exist. These are Color attributes.

EntryWhat it does
sRGB8bit colors
Linear32bit float colors
Validate Meshes

Ensure the data is valid.

Animation

Animation

Import Animation.

Animation Offset

Adjust an offset in frames for the imported animation.

Armature

Armature
Ignore Leaf Bones

Ignore the last bone at the end of the chain.

Wavefront(OBJ)

Wavefront(OBJ)

Imports a wavefront obj file.

General

General
Scale

Scale factor for the obj import.

Clamp Bounding Box
Clamp Bounding Box

Clamp bounds under this value. A value of zero disables this feature.

Forward Axis

The Forward orientation at import.

Up Axis
Up Axis

The Up orientation at import.

Options

Options
EntryWhat it does
Split by ObjectImport loose mesh parts as single objects.
Split by GroupImport Obj Groups as meshes.
Vertex GroupsImport Obj groups as vertex groups.
Validate MeshesCheck at import for invalid data.
Detect Cyclic CurvesJoin Curve Endpoints if overlapping control points are detected.
Path SeparatorImport option to create collection hierarchy by splitting names with a separator. Names found in the OBJ file are split by that, and a Collection hierarchy is made, so you can have e.g. "o House/Roof/Tile" in the OBJ file.

Materials

Materials
Name Collision
Name Collision

How to import the material name when it conflicts with an existing material in the scene.

Stanford (PLY)

Stanford (PLY)

The Stanford Triangle Format was designed to store three-dimensional data from 3D scanners. It is a static file format for mesh data, and cannot carry animation data.

General

General
EntryWhat it does
ScaleThe scale factor for the imported geometry.
Scene UnitApply current scene units at importing the geometry.
Forward AxisThe forward axis for the imported geometry.
Up AxisThe up axis for the imported geometry.

Options

Options
Merge Vertices

Merges vertices by distance.

Vertex Colors
Vertex Colors

Import vertex colors if they exist. These are Color attributes.

EntryWhat it does
sRGB8bit colors
Linear32bit float colors

STL

STL

STL (Standard Triangulation/Tessellation Language ) is a standard format for many cad software. It is a format for static geometry, it cannot handle animation. The format is popular for 3d printing purposes.

General

EntryWhat it does
ScaleThe import scale.
Scene UnitApply the scene unit at the geometry at import.
Forward
Forward

The Forward orientation at import.

Up
Up

The Up orientation at import.

Options

EntryWhat it does
Facet NormalsImport the geometry with faceted faces.
Validate MeshesCheck at import for invalid data.

Motion Capture (BVH)

Motion Capture (BVH)

The Biovision Hierarchy (BVH) character animation file format is a file format to carry motion capture data.

EntryWhat it does
TargetYou can either target an armature or an object.
TransformScale: The import scale. · Rotation: The rotation type. · Forward: The forward orientation. · Up: The Up orientation.
AnimationStart Frame: The start frame for the animation. · Scale FPS: Scale the frame rate of the BVH file to the current scenes. With off every frame of the BVH is one frame in Bforartists. · Loop: Loop the animation playback. · Update Scene FPS: Sets the scene frame rate to that of the BVH file. Note that this nullifies the Scale FPS feature since the scale will be 1:1. · Update Scene Duration: Extend the scene duration to be the one of the BVH file duration.

Scalable Vector Graphics (SVG)

Scalable Vector Graphics is usually a 2D file format to describe vector graphics. But Vector graphics are also curves. Which can be used in a 3 dimensional space.

SVG has no import properties.

FBX

FBX

FBX is a proprietary file format from Autodesk. FBX is a general file format that is able to store and load animation.

Include

Include

What data to import.

EntryWhat it does
Custom NormalsImport custom normals.
Subdivision DataImport Subdivision.
Custom PropertiesImport User properties as Custom properties
Import Enums as StringsStore enumeration values as strings.
Image SearchSearch the sub directions for associated images.
Vertex Colors
Vertex Colors

Import vertex colors if they exist. These are Color attributes.

EntryWhat it does
sRGB8bit colors
Linear32bit float colors

Transform

Transform
EntryWhat it does
ScaleAdjust the scale factor at import.
Decal OffsetDisplace geometry of alpha meshes.
!Experimental! Apply TransformBake space transform into object data. This avoids unwanted rotations when the target space is not aligned with the Bforartists space. Warning! This feature is experimental. Use at own risk.
Use Pre/ Post RotationUse Pre or Post Rotation from FBX transform. This feature may not work in all cases.

Manual Orientation

Enables custom orientation instead of using the orientation from the fbx file.

Forward
Forward

The Forward orientation at import.

Up
Up

The Up orientation at import.

Animation

Animation
Animation Offset

Adjust an offset in frames for the imported animation.

Armature

Armature
EntryWhat it does
Ignore Leaf BonesIgnore the last bone at the end of the chain.
Force Connect ChildrenForce connection of the children bones to their parent.
Automatic Bone OrientationTry to align the mayor bone axis with the bone children.
Primary and secondary Bone Axis
Primary and secondary Bone Axis
Primary and secondary Bone Axis
Primary and secondary Bone Axis
Primary and secondary Bone Axis

Manually adjust the bone orientation per axis. Note that this features are greyed out when Automatic Bone Orientation is ticked.

glTF 2.0 (glb, gltf )

glTF 2.0 (glb, gltf )
glTF 2.0 (glb, gltf )

The GL Transmission Format from the Khronos Group is a file format for 3D scenes and models, and is based at the JSON standard.

Shading

Shading

Define the shading of the imported geometry.

EntryWhat it does
Use Normal DataUse the existing Normals.
Flat shadingShades the whole mesh flat and faceted.
Smooth shadingShades the whole mesh smooth.

Lighting Mode

Lighting Mode
EntryWhat it does
StandardPhysically based glTF units (cd, lx, nt)
UnitlessNon physical unitless lighting. Useful when exposure controls are not available
Raw (Deprecated)Blender lighting strength without conversion.

Mesh

Mesh
EntryWhat it does
Merge VerticesglTF stores every vertice of faces as an extra vertice. There is no shared vertice between two faces. Merge vertices merges the vertices of neighbor faces together. Attiention! It currently cannot combine vertices with different normals.
Merge Material slot when possibleAs title says. Merge Material slot when possible.

Texture

Texture
EntryWhat it does
Pack ImagesPack all images into the Blend file at loading the glTF file.
Import WebP texturesIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG one.
Import Unused Materials & ImagesAs the title says. Import Unused Materials and Images.

Bones & Skin

Bones & Skin
Bone Direction
Bone Direction

Heuristic method for placing bones.

EntryWhat it does
Disable Bone ShapesDo not create bone shapes.
Bone Shape ScaleThe scale factor of the bone shapes for viewport display.
Guess original bind poseTries to guess the original bind pose for skinned meshes. Off means the rest pose is used as the bind pose.
Disable Bone ShapeDo not create bone shapes.
Bone Shape ScaleScale factor for bone shapes.

Pipeline

Pipeline
EntryWhat it does
Import Scene as collectionImport the Scene as a collection.
Select imported ObjectsSelect the imported objects once the import has finished.
Import Scene ExtrasImport Scene Extras as custom properties. Existing custom properties will be overwritten.

Export

Export

Export is a sub menu with the available export formats.

Note that im- and exporters are partially addons that can be disabled. So some content might miss.

Operator Presets

Operator Presets
Operator Presets

The operator presets exists on nearly all im- and exporters. Exceptions are for example the stl importer. They allow you to reset the importer settings to the defaults. And allow you to store your own presets. The presets are just valid for the im- or exporter with which you have saved the presets.

Operator Presets dropdown

EntryWhat it does
Restore Operator DefaultsRestores the im or exporter settings to their default values
List of available presetsThe list of available presets. The string *Missing Paths* indicates that no custom preset exists yet.

Add Operator Preset

Add Operator Preset

Adds a new operator preset. A popup dialog will appear where you can give the new preset a name.

Remove Operator Preset

Removes the active preset. Note that you cannot display the current active preset. So choose it from the list, and then click at the remove operator.

Alembic

Alembic

The alembic file format is for static geometry. It does not support armatures, hair or particles. However, there are some options to export at least some data of it.

The alembic export options are divided into four sections.

General

General
EntryWhat it does
ScaleThe export scale factor.
Include—
Selection OnlyExport just the selected object(s), and not the whole scene.
Visible OnlyExport visible geometry only.

Scene

Scene
EntryWhat it does
Frame StartThe start frame of the export.
EndThe end frame of the export.
Samples TransformNumber of times per frame at which animated transformations are sampled.
Geometry SamplesNumber of times per frame at which geometry transformations are sampled.
Shutter OpenThe start frame to sample transform and geometry samples. Valid range is -1 to 1. -1 indicates the previous frame, 0 indicates the current frame, and 1 indicates the next frame.
CloseThe end frame to sample transform and geometry samples. Valid range is -1 to 1. -1 indicates the previous frame, 0 indicates the current frame, and 1 indicates the next frame.
Use InstancingExport data duplicated objects as alembic instances.
Custom PropertiesExport custom properties to Alembic . userProperties
Flatten HierarchyRemove parent / children relationship.
Settings
Settings

Determines visibility of objects, modifier settings, and other areas where there are different settings for viewport and rendering.

EntryWhat it does
RenderUser render settings for object visibility, modifier settings, etc
ViewportUser visibility settings for object visibility, modifier settings, etc

Geometry

Geometry
EntryWhat it does
UV'sExport UV's. Note that Alembic just supports a single UV map.
Pack UV IslandsExport UV's with packed islands.
NormalsExport Normals.
Vertex ColorsExport Vertex Colors. These are Color attributes.
Generate CoordinatesExport undeformed mesh vertex coordinates.
Face SetsExport per Face shading group assignments.
Curves as MeshExport Curves and Nurbs surfaces as meshes.
SubdivisionsApply: Export subdivision surfaces as meshes. Means apply subdivision modifier before export. · Use Schema: Export meshes using Alembic's subdivision schema.
Triangulate

Triangulate meshes before export.

Method Quad
Method Quad

The quad method that gets used to triangulate the meshes. You need to activate Triangulate.

Polygons
Polygons

The polygon method that gets used to triangulate the meshes. You need to activate Triangulate.

Particle Systems

Particle Systems

Alembic does not support hair or particles. However, here you can find some options to export at least some data of it.

EntryWhat it does
Export HairExport hair particle systems as animated curves.
Export ParticlesExport non-hair particles.

Universal Scene Description ( USD )

Universal Scene Description ( USD )
Universal Scene Description ( USD )

USD is a system for authoring, composing and reading hierarchically organized scene description. It is developed by Pixar.

General

General
EntryWhat it does
Root PrimIf set, add a transform primitive as the parent of exported rig with the given path name for all exported data. Default is “/root”
IncludeSelection Only: Export just the selected object(s), and not the whole scene. · Visible Only: Export visible geometry only. · Animation: Export animation.
Blender DataCustom Properties: Export custom properties if available. · Namespace: Add the given name as a prefix to exported custom property names. · Blender Names: Author USD custom attributes containing the original Blender object and object data names. Uses the Bforartists standard of naming conventions and nomeclature. · Allow Unicode: Preserve UF-8 characters.
File References
EntryWhat it does
Relative PathsThe path will be shortened to just the file name. For example, C:\myfolder\mysubfolder\mytexture.jpg turns into texture.jpg . Relative paths allows you to move the whole project folder to another location. The file paths will still be valid.
Convert OrientationConvert orientation axis to different conventions to match other applications.
Units
Units

Set the USD units.

Xform Ops
Xform Ops

The type of transform operarators to write.

User Settings for
User Settings for

Use Render settings for object visibility, modifier settings, etc

Object Types

Object Types
EntryWhat it does
MeshesImport meshes.
LightsExport lights.
World Dome LightExport World Dome Light.
CamerasExport cameras (perspective and orthographic).
CurvesExport curve primitives, including USD basis and NURBS curves.
VolumesExport USD OpenVDB field assets.
Point CloudsExport Point Clouds.
HairExport hair/fur curves.

Geometry

Geometry
EntryWhat it does
UV MapsExport UV Maps.
Rename UV MapsRename UV Maps.
NormalsExport Normals.
Merge Parent XFormMerge USD primitives with their Xform parents if possible.
Triangulated MeshExport the geometry triangulated.
Subdivision
Subdivision

How Subdivision will be mapped to USD.

Rigging

Rigging
EntryWhat it does
Shape KeysExport Shape Keys.
ArmaturesExport Armatures
Only Deform BonesOnly export deform bones and their parents.

Materials

Materials
EntryWhat it does
USD Preview Surface NetworkGenerate an approxcimate USD Preview Surface shader representation of a Principled BSDF.
MaterialX NetworkGenerate a MaterailX network representation of the material.
Export Textures
Export Textures

To which path to export referenced textures.

Overwrite Textures

Overwrite existing textures.

USDZ Texture Downsample
USDZ Texture Downsample

Choose a maximum size for all exported textures.

Experimental

Experimental
Instancing

Istanced objects are exported as references in USD. Else they are exported as real objects.

Grease Pencil as SVG

Grease Pencil as SVG
Grease Pencil as SVG

Exports the grease pencil object as a svg file.

Scene Options

Object
Object

What kind of objects to export from the scene.

Export Options

Frame

Frame

Which frame to include to export.

EntryWhat it does
SamplingPrecision of Stroke sampling. Low values gives high precision. Zero disables the feature.
FillExport strokes with fill enabled.
Uniform WidthExport strokes with Uniform Width.
Clip CameraClip drawings to camera size when exporting.

Grease Pencil as PDF

Grease Pencil as PDF
Grease Pencil as PDF

Exports the grease pencil object as a pdf file.

Scene Options

Object
Object

What kind of objects to export from the scene.

Export Options

Frame

Frame

Which frames to include in the export. The active frame or the selected frames. The active frame must not be the selected frames since you can select more than one.

EntryWhat it does
SamplingPrecision of Stroke sampling. Low values gives high precision. Zero disables the feature.
FillExport strokes with fill enabled.
Uniform WidthExport strokes with Uniform Width.

Wavefront(OBJ)

Wavefront(OBJ)

Wavefront Obj is a file format for static geometry. And while you can still create a sequence of meshes for animation with it (some software stores shape keys that way for example), you cannot store animation in the file. It is also unique since it is usually made of two files. A OBJ part that contains the mesh data. And a MTL part that contains the material including the connected textures.

General

EntryWhat it does
IncludeSelection Only: Just export the selected geometry.
ScaleThe export scale factor.
Forward Axis
Forward Axis

Which axis points foward.

Up Axis
Up Axis

Which axis points upwards.

Geometry

Geometry

What kind of data to export. The labels should be self explaining.

Note that the OBJ file format cannot carry the Blender material settings. The Obj file format uses a primitive Phong shader.

EntryWhat it does
UV CoordinatesExport UV's.
NormalsExport Normals.
Vertex ColorsExport Vertex Colors. These are Color attributes.
Curves as NURBSExport Curves and Nurbs surfaces as meshes.
Triangulated MeshTriangulate meshes before export.
Apply ModifiersApply modifiers before exporting the geometry.
Properties
Properties

Where to grab the object properties from. They can differ between viewport settings and render settings.

Grouping

Grouping

What kind of relationship data to export. The labels should be self explaining.

Note that the OBJ file format cannot carry the Blender material settings. The Obj file format uses a primitive Phong shader.

EntryWhat it does
Object GroupsAppend mesh name to object name by a ‘_’
Material GroupsGenerate an OBJ group for each part of a geometry user a different material.
Vertex GroupsExport the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a face.
Smooth GroupsEvery smooth-shaded face is assigned group “1” and every flat-shaded face “off”
Smooth Groups BitflagsOnly available when Smooth Groups is enabled. Generate bitflag values for the imported groups.

Materials

Materials
Export Materials Checkbox

Export MTL Library. You need a Principled Node with a texture node connected.

PBR Extensions
PBR Extensions

Export MTL Library using PBR extensions. Roughness, Metallic, Sheen, Clearcoat, Anisotropic and Transmission.

Path Mode

The method to use reference paths.

Animation

Animation
EntryWhat it does
Export Animation CheckboxExport the animation. Note that Obj is no file format that can store animations. What gets exported is a sequence of single meshes.
Frame Start / EndThe frame start and frame end of the animation.

Stanford (PLY)

Stanford (PLY)

The Stanford Triangle Format was designed to store three-dimensional data from 3D scanners. It is a static file format for mesh data, and cannot carry animation data.

General

General
EntryWhat it does
FormatAscii: Ascii format when ticked, else binary format.
IncludeSelected only: Limit the export to the selected geometry only. Else it exports the whole scene.
ScaleThe scale factor for the export.
Forward AxisThe forward orientation of the geometry.
Up AxisThe up orientation of the geometry.

Geometry

Geometry
EntryWhat it does
UV CoordinatesExport UV Coordinates
Vertex NormalsExport Normals.
Vertex AttributesExport vertex attributes.
Vertex Colors
Vertex Colors

Vertex Color settings if available. These are Color attributes.

EntryWhat it does
Triangulated MeshesExport the geometry triangulated.
Apply ModifiersApply modifiers before exporting.

STL

STL

STL (Standard Triangulation/Tessellation Language ) is a standard format for many cad software. It is a format for static geometry, it cannot handle animation. The format is popular for 3d printing purposes.

General

Format
ASCII

You can either export the file as binary format or as ASCII format.

Batch
Batch

Export all geometry to one file or create a file for every object.

EntryWhat it does
IncludeSelection Only: Export only the selected object(s).
ScaleThe import scale.
Scene UnitApply the scene unit at the geometry at export.
Forward
Forward

The Forward orientation at export.

Up
Up

The Up orientation at export.

Geometry

Geometry
Apply Modifiers

Apply all modifiers before export.

Motion Capture BVH

Motion Capture BVH

The Biovision Hierarchy (BVH) character animation file format is a file format to carry motion capture data.

Note: To export BVH you need to have an armature with animation selected.

Transform

Scale

The scale factor for the export.

Rotation
Rotation

The rotation order that is defined in the BVH file.

Root Translation Only

Only write out translation values for the root bone.

Animation

EntryWhat it does
Start FrameThe start frame of the animation.
End FrameThe end frame of the animation.

FBX

FBX

FBX is a proprietary file format from Autodesk. FBX is a general file format that is able to store and load animation.

The FBX exporter is divided into several panels since it would be too much to display all settings at once.

Path Mode

Path Mode

Method used to reference paths. Methods are Auto, Absolute, Relative, Match, Strip Path and Copy.

Embed Textures

Embed textures in the FBX Binary. Enabled only with the method Copy.

Batch Mode

Batch Mode

Gives the opportunity to batch export independent parts. Like one file for each scene. Or one file for each collection. Methods are Scene, Collection, Scene Collections and Active Scene Collections.

Batch Own Dir

Setup the export directory for batch export.

Include

Include
Limit to
EntryWhat it does
Selected ObjectsExport just selected objects.
Visible ObjectsExport just visible objects.
Active CollectionExport just the active collection.
Object TypesWhat object types in the scene to export. Holding shift key adds to the current selection.
Custom Properties
Custom Properties

Export custom properties if available.

Transform

Scale

The scale factor for export.

Apply Scaling
Apply Scaling

How to apply custom and unit scaling in the generated FBX file.

Forward
Forward

The forward orientation.

Up
Up

The up orientation.

EntryWhat it does
Apply UnitTake the current Blender Units into account.
Use Space TransformApply global space transforms to the object rotations.
!Experimental! Apply TransformBake space transform into object data.

Geometry

Geometry
Smoothing
Smoothing

Define what smoothing information gets exported.

EntryWhat it does
Export Subdivision SurfaceExport the last catmull rom subdivision modifier as FBX subdivision. This does not apply the modifier, even if apply modifiers is enabled.
Apply ModifiersApply existing modifiers before exporting.
Loose EdgesExport loose edges. Loose edges are polygons with just two vertices.
Triangulated MeshesExport the geometry triangulated.
Tangent SpaceAdd binormal and tangent vectors together with the tangent space information. This feature just works with tris or quads.
Vertex Color
Vertex Color

Export vertex color attribute if available. You can export as sRGB 8bit and Linear 32 bit float color bit depths.

Prioritize Active Color

Make sure active color will be exported first. Could be important since some other software can discard other color attributes other than the first one.

Armature

Armature
Primary Bone Axis
Primary Bone Axis

The primary bone axis orientation.

Secondary Bone Axis
Secondary Bone Axis

The secondary bone axis orientation.

Armature FBX Node Type
Armature FBX Node Type
Armature FBX Node Type

FBX type of node used to represent a Blender Bone.

EntryWhat it does
Only Deform BonesOnly export deforming bones, and none deforming ones when they have children.
Add Leaf BonesAdd a final bone at the end of every bone chain.

Animation

Animation

Export baked keyframe animation.

EntryWhat it does
Key all BonesForce export at least one key of animation for all bones.
NLA StripsExport each non muted NLA strip.
All ActionsExport each action as a separated FBX anim stack.
Force Start/ End KeyingAlways add a key frame at start and end of actions for animation channels.
Sampling RateHow often to evaluate animated values, in frames.
SimplifySimplify the animation. 0.0 to disable. 1.0 does not simplify at all. Higher values simplifies the animation then.

glTF 2.0 (glb, gltf )

glTF 2.0 (glb, gltf )
glTF 2.0 (glb, gltf )

The GL Transmission Format from the Khronos Group is a file format for 3D scenes and models, and is based at the JSON standard.

glTF 2.0 (glb, gltf )
glTF 2.0 (glb, gltf )
EntryWhat it does
FormatChoose between three export formats. Binary, Embedded and Separate.
CopyrightEnter a custom copyright string.
Remember Export SettingsStore glTF settings in the blender project. You need to save the project then.

Include

Include
EntryWhat it does
Limit toLimit the export to the chosen selection. · Selected Objects: Export just selected objects. · Visible Objects: Export just visible objects. · Renderable Objects: Export just renderable objects. · Active Collection: Export just selected objects from the active collection. · Active Scene: Export everything in the active scene
DataCustom Properties: Include custom properties in the export. · Cameras: Include cameras in the export. · Punctual Lights: Include punctual lights in the export.

Transform

Transform
Y+ Up

Export all objects with the Y up orientation.

Data

Data

What data to export. The menu items should be self explaining.

Scene Graph sub panel
Scene Graph sub panel
Scene Graph sub panel
EntryWhat it does
Geometry Node Instances !experimental!—
GPU Instances—
Flatten Object Hierarchy—
Full Collection Hierarchy—
Mesh sub panel
Mesh sub panel
EntryWhat it does
Apply ModifiersApply all modifiers before export.
UV'sExport UV's
NormalsExport Normals.
TangentsExport Tangents.
AttributesExport attributes when the names start with an underscore ‘_’
Loose EdgesExport loose edges.
Loose PointsExport loose points.
Vertex Colors

These are Color attributes.

Use Vertex Color
Use Vertex Color

How to export the vertex colors. You can export them from the Material, Active vertex color selected in the mesh data or None.

EntryWhat it does
Export all vertex colorsExport all vertex colors, even if not used by any material. If not vertex color is used in the mesh materials, a face COLOR_0 will be created, in order to keep material unchanged.
Export active vertex color when no materialsWhen there is no material on an object, export the active vertex color (color attribute)
Material sub panel
Material sub panel
Materials
Materials

How to deal with materials at export. Export them, export with placeholders, or don't export.

Images
Images

How to deal with images at export.

EntryWhat it does
Automaticexports PNG images as Png Images, and Jpg Images as Jpg images.
Jpeg Format (jpg)Exports all images as jpg.
NoneExports no images.
EntryWhat it does
Image QualityQuality of the image compression.
Create WebPCreates a WebP texture image for every texture image. For images that are already a WebP texture, nothing happens.
WebP FallbackFor all WebP textures, create a PNG fallback texture.
Shape Keys sub panel
Shape Keys sub panel
Shape Keys sub panel

Export Shape Keys. Also called Morph Targets.

EntryWhat it does
Export Shape KeysToggle to export the shape keys.
Shape Key NormalsExport vertex normals with shape keys (morph targets)
Shape Key TangentsExport vertex tangents with shape keys (morph targets)
Optimize Shape Keys sub panelUse Sparse Accessor if better: Try use Sparse Accessor if it saves file size space on disk. · Omitting Sparse Accessor if data is empty: Omits Sparse Accessor if data is empty.
Armature sub panel
Armature sub panel
EntryWhat it does
Use Rest Position ArmaturesExport armatures using the default rest position as joints’ rest pose. When off, current frame pose is used as the rest pose.
Export Deformation Bones OnlyExport only the bones that have deform influence assigned.
Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removed.
Flatten Bone HierarchyFlattens bone hierarchy. Useful in cases of non-decomposable transformation matrices.
Skinning sub panel
Skinning sub panel
EntryWhat it does
Bone InfluencesChoose how many Bone influences to export.
Include All one InfluencesAllow export of all joint vertex influences. Models may appear incorrectly in many viewers. Allow vertex influences greater 4.
Lighting sub panel
Lighting sub panel
Lighting Mode
Lighting Mode

Optional backwards compatibility for non-standard render engines. Applies to lights. Standard is the Physically- based glTF lighting unitcs (cd, lx, nt) and Raw is the standard Blender lighting units, now deprecated.

Compression sub panel
Compression sub panel

Compress the mesh data using the Draco algorithm.

The settings should be self explaining.

Animation

Animation

Export active actions and NLA tracks from the animation data.

Animation Mode
Animation Mode

Export actions, active merged actions, NLA tracks or the Scene animation data.

Bake & Merge sub panel
Bake & Merge sub panel
Bake & Merge sub panel
Bake All Objects Animations

Force exporting animation on every object. Can be useful when using constraints or drivers. Also useful when exporting only selection.

Merge Animations
Merge Animations

How to merge animations. Not at all, by actions or by NLA track name.

Rest & Ranges sub panel
Rest & Ranges sub panel
Rest & Ranges sub panel

General timeline rules for the animation export.

EntryWhat it does
Use Current Frame as Object Rest TransformationsExport the scene in the current animation frame. When off, frame 0 is used as rest transformations for objects.
Limit to Playback RangeClips animations to selected playback range.
Set all glTG Animation starting at 0Set all glTF animation starting at 0.0s. Can be useful for looping animations.
Negative Frames
Negative Frames

Negative frames are slid or cropped to frame 0.

Armature sub panel
Armature sub panel

Armature animation export settings.

EntryWhat it does
Export all armature ActionsExport all actions bound to a single armature. Note: Option does not support exporting multiple armatures and their actions.
Reset pose bones between actionsReset pose bones between each exported action. This is needed when some bones are not keyed on some animations.
Shape Keys Animation sub panel
Shape Keys Animation sub panel
Shape Keys Animation sub panel

Shape Key animation export settings.

EntryWhat it does
Shape Keys Animations ToggleToggle to export Shape Key animations.
Reset Shape Keys Between ActionsReset shape keys between each exported action. This is needed when some shape key channels are not keyed on some animations.
Sampling Animations
Sampling Animations
EntryWhat it does
Sampling Animations ToggleToggle to re-sample animations.
Sampling RateHow often to evaluate animated values in frames.
Sampling Interpolation Fallback
Sampling Interpolation Fallback

The fallback method for Sampling Interpolation.

EntryWhat it does
LinearLinear interpolation between keyframes.
StepNo interpolation between keyframes.
Animation Pointer !experimental! sub panel
Animation Pointer !experimental! sub panel
Animation Pointer !experimental! sub panel

Export material, Light & Camera animation as Animation Pointer.

EntryWhat it does
Animation Pointer ToggleToggle to set Animation Pointers.
Convert TRS/weights to Animation PointerExport translations, rotations and scale and weights as Animation Pointers. Uses the KHR_animation_pointer extension.
Optimize Animations sub panel
Optimize Animations sub panel
Optimize Animations sub panel

These options help to optimize the file size.

EntryWhat it does
Optimize Animation SizeReduce exported file size by removing duplicate keyframes.
Force keeping channels for bonesIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimum animation: 2 keyframes)
Force keeping channel for objectsIf all keyframes are identical for object transformations, force keeping the minimal animation.
Disable viewport for other objectsWhen exporting animations, disable viewport for other objects, for performance.
Extra Animations sub panel
Extra Animations sub panel
Extra Animations sub panel

The are considered somewhat experimental and require third-party extensions.

Prepare extra animations

Export additional animations. This feature is not standard and needs and external extension to be included in the glTF file.

Action Filter
Action Filter
Action Filter

This is a filter that will detect and list all the action clips of a scene. Here you can select one specific action clip.

EntryWhat it does
Action Filter ToggleTurn on the action filter.
Action Filter ListShows all the action clips of the file.
Action Filter RefreshRefreshes the action clip list.

Export All Collections

Export All Collections
Export All Collections
Export All Collections

Export all collections that have been assigned Exporter Operators in the Properties Editor Collections Tab. When an Exporter Operator is assigned to a collection, it will export with the Exporter Operator properties and assigned file paths.

Note: To assign Exporter Operators to a collection, use the Exporters panel in the Collections Tab in the Properties Editor.

External Data

External Data

A Blend file may work with external data. Textures for example. Or text files. Or other Blend files, used as libraries.

In this menu you can adjust some settings for external data.

External data like textures or text files can also be packed directly into the blend file. This has some advantages, like that now all data is in one file. But also some drawbacks. Texture editing is for example not longer possible. You would have to export the texture first to be able to save the modifications.

External Data

Packed data displays a packed icon in the drop down box. This example is from the header of the UV editor. But you can see this icon also in the material editor at the texture node then.

Library Blend files cannot be packed. Use append instead of link to have the data of another blend file in the blend file.

Automatically Pack into .blend

Automatically pack all files into the blend file. Don't forget to save the blend file. Note that this greys out the two menu items Pack all into Blend and Unpack packed Files.

Pack Resources

Packs all external data into the blend file. Note that the paths must fit, and the external data must be available. A common pitfall here is that the textures uses absolute paths, and are moved to another location meanwhile. See Make all Paths Relative or Find missing Files. Or that you have a not longer existing file linked that shouldn't be in the blend file at all. See Outliner, Orphan Data.

Pack Resources

You will get a warning when something is missing.

EntryWhat it does
Pack linked librariesPack all linked library files into the current .blend file
Unpack linked librariesUnpack all linked library files from the current .blend file to their original locations.

Unpack Resources

Unpack Resources

Unpack packed files exports all packed data. You will get an options menu choose between several different unpack methods.

Use Files in current Directory (create when necessary)

Extracts all files to the current directory of the blend file. If the files in the current directory exists, reuse it. Else extract the ones from the blend file.

Note: The title is misleading, it does NOT write the files to the current directory. But into a sub folder, textures for example, in the current directory. Which gets created if necessary. And this option is not to change.

Write files to current directory (overwrite existing files)

Extracts all files to the current directory of the blend file, and writes it to the current directory. Existing content will be overwritten.

Note: The title is misleading, it does NOT write the files to the current directory. But into a sub folder, textures for example, in the current directory. Which gets created if necessary. And this option is not to change.

Use files in original location (create when necessary)

Extracts all files into their original directories where they were before packing them into the blend file. If the files in the original directory exists, reuse it. Else extract the ones from the blend file. This feature uses absolute paths.

EntryWhat it does
Write files to original location(overwrite existing files)Extracts all files into their original directories where they were before packing them into the blend file. If the files in the original directory exists, reuse it. Else extract the ones from the blend file. This feature uses absolute paths.
Remove PackRemoves the internal data. And uses the file in the original directory from where the data was once packed. It does not export anything. It assumes the old folder still exists.
EntryWhat it does
Make Paths RelativeThe path will be shortened to just the file name. For example, C:\myfolder\mysubfolder\mytexture.jpg turns into texture.jpg . Relative paths allows you to move the whole project folder to another location. The file paths will still be valid.
Make Paths AbsoluteMakes all paths absolute. For example, texture.jpg turns into C:\myfolder\mysubfolder\mytexture.jpg. Absolute paths requires the full valid path for all files.
Report Missing FilesScans through the blend file and tries to find missing files. You will get a warning when a missing file is found.
Find Missing FilesBrowse for the new location of moved files.

Clean Up

Clean Up

Here you can remove unused data. It removes all data from the scene that is not longer in use and has no fake user assigned to keep it in the scene.

Clean Up

It is similar functionality to the Clean Up feature in the outliner. But more granular. Unused Data does the same than the Clean Up button in the outliner.

EntryWhat it does
Unused DataRemoves unused data blocks.
Recursive Unused DataRecursively removes unused data blocks. Means the child objects gets removed too.
Unused Linked DataRemoves unused data that is linked to this file.
Recursive Unused Linked DataRecursively removes unused data that is linked to this file. Means the child objects gets removed too.
Unused Local DataRemoves unused local data.
Recursive Unused Local DataRecursively removes unused local data. Means the child objects gets removed too.

Manage Unused Data

Manage Unused Data

This opens a pop-out floating Outliner Editor in the Unused Data mode, so you can view and manage the unused data.

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