blender-web-pipeline
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.
What this skill does
# Blender Web Pipeline
## Overview
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:**
- Exporting Blender models for web applications
- Batch processing multiple 3D assets
- Optimizing file sizes for web delivery
- Automating repetitive Blender tasks
- Creating production pipelines for 3D web content
- Converting legacy formats to glTF
**Key capabilities:**
- glTF 2.0 export with optimization
- Python (bpy) automation scripts
- Texture baking and compression
- LOD (Level of Detail) generation
- Batch processing workflows
- Material and lighting optimization for web
## Core Concepts
### glTF 2.0 Format
**Why glTF for Web:**
- Industry-standard 3D format for web
- Efficient binary encoding (.glb)
- PBR materials support
- Animation and skinning
- Extensible with custom data
- Wide library support (Three.js, Babylon.js, etc.)
**glTF vs GLB:**
```
.gltf = JSON + external .bin + external textures
.glb = Single binary file (recommended for web)
```
### Blender Python API (bpy)
**Access Blender data and operations via Python:**
```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'
)
```
### Web Optimization Goals
**Target Metrics:**
- File size: <5 MB per model (ideal <1 MB)
- Polygon count: <50k triangles for real-time
- Texture resolution: 2048x2048 max (1024x1024 preferred)
- Draw calls: Minimize via texture atlases
- Load time: <2 seconds on average connection
## Common Patterns
### 1. Basic glTF Export (Manual)
```python
# 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
)
```
### 2. Python Script for Batch Export
```python
#!/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:**
```bash
blender --background --python batch_export.py -- /models/source /models/output
```
### 3. Optimize Model for Web (Decimation)
```python
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)
```
### 4. Texture Baking for Web
```python
import bpy
def bake_textures(obj, resolution=1024):
"""Bake all materials to single texture."""
# Setup bake settings
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.bake_type = 'COMBINED'
# Create bake image
bake_image = bpy.data.images.new(
name=f"{obj.name}_bake",
width=resolution,
height=resolution
)
# Create bake material
mat = bpy.data.materials.new(name=f"{obj.name}_baked")
mat.use_nodes = True
nodes = mat.node_tree.nodes
# Add Image Texture node
tex_node = nodes.new(type='ShaderNodeTexImage')
tex_node.image = bake_image
tex_node.select = True
nodes.active = tex_node
# Assign material
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
# Select object
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
# Bake
bpy.ops.object.bake(type='COMBINED')
# Save baked texture
bake_image.filepath_raw = f"/tmp/{obj.name}_bake.png"
bake_image.file_format = 'PNG'
bake_image.save()
print(f"Baked {obj.name} to {bake_image.filepath_raw}")
# Bake selected objects
for obj in bpy.context.selected_objects:
if obj.type == 'MESH':
bake_textures(obj, resolution=2048)
```
### 5. Generate LOD (Level of Detail)
```python
import bpy
def generate_lods(obj, lod_levels=[0.75, 0.5, 0.25]):
"""Generate LOD copies with decreasing polygon counts."""
lod_objects = []
for i, ratio in enumerate(lod_levels):
# Duplicate object
lod_obj = obj.copy()
lod_obj.data = obj.data.copy()
lod_obj.name = f"{obj.name}_LOD{i}"
# Link to scene
bpy.context.collection.objects.link(lod_obj)
# Add Decimate modifier
decimate = lod_obj.modifiers.new(name='Decimate', type='DECIMATE')
decimate.ratio = ratio
# Apply modifier
bpy.context.view_layer.objects.active = lod_obj
bpy.ops.object.modifier_apply(modifier='Decimate')
lod_objects.append(lod_obj)
print(f"Created {lod_obj.name}: {len(lod_obj.data.polygons)} polygons")
return lod_objects
# Generate LODs for selected object
if bpy.context.active_object:
generate_lods(bpy.context.active_object)
```
### 6. Export with Texture Compression
```python
import bpy
import os
def export_optimized_gltf(filepath, texture_max_size=1024):
"""Export glTF with downscaled textures."""
# Downscale all textures
for img in bpy.data.images:
if img.size[0] > textuRelated in Web Dev
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