Export linksets to glTF (full-permission content only) #908

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opened 2026-10-21 02:31:01 +00:00 by sky_line · 1 comment
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Feature

Save a selected linkset (or a selection of objects) to a glTF 2.0 file (.glb, or .gltf plus files) for editing in Blender and other tools.

Scope

  • Geometry: prims (all shapes, including sculpties) and mesh, with each prim's position, rotation and scale relative to the root, one glTF node per prim.
  • Materials: PBR (glTF) materials exported as they are. Blinn-Phong materials converted to glTF metallic-roughness: diffuse texture and colour to base colour, alpha mode, normal map; specular approximated; glow and fullbright as emissive.
  • Textures: embedded, with the texture transform (repeats, offset, rotation) baked or carried via KHR_texture_transform.
  • Extras: object names and descriptions, and link order.

Permission rule: full permission only

Every prim in the selection must be:

  • owned by you;
  • created by you, or full permission (modify, copy and transfer) for you;
  • using only textures, mesh and sculpt maps you have full permission on.

Anything else blocks the export, with a clear message saying which prim or asset failed and why. Rigged and avatar attachments of other creators are never exportable.

UI

Right-click > Save as > glTF (pie and context menus), plus Build > Object > Export, which opens a file picker. The placeholder "Backup" and "Collada" entries in the pie's Save as menu are removed or replaced.

Later

  • Import of an exported file (round trip).
  • A full backup format that also stores inventory contents and scripts.
## Feature Save a selected linkset (or a selection of objects) to a glTF 2.0 file (.glb, or .gltf plus files) for editing in Blender and other tools. ## Scope - **Geometry:** prims (all shapes, including sculpties) and mesh, with each prim's position, rotation and scale relative to the root, one glTF node per prim. - **Materials:** PBR (glTF) materials exported as they are. Blinn-Phong materials converted to glTF metallic-roughness: diffuse texture and colour to base colour, alpha mode, normal map; specular approximated; glow and fullbright as emissive. - **Textures:** embedded, with the texture transform (repeats, offset, rotation) baked or carried via KHR_texture_transform. - **Extras:** object names and descriptions, and link order. ## Permission rule: full permission only Every prim in the selection must be: - owned by you; - created by you, or full permission (modify, copy and transfer) for you; - using only textures, mesh and sculpt maps you have full permission on. Anything else blocks the export, with a clear message saying which prim or asset failed and why. Rigged and avatar attachments of other creators are never exportable. ## UI Right-click > Save as > glTF (pie and context menus), plus Build > Object > Export, which opens a file picker. The placeholder "Backup" and "Collada" entries in the pie's Save as menu are removed or replaced. ## Later - Import of an exported file (round trip). - A full backup format that also stores inventory contents and scripts.
sky_line added this to the Slipstream project 2026-10-21 02:31:01 +00:00
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Fixed in 1.4.1 (b4ac998b9b). Reopen if you still see it.

Fixed in 1.4.1 (b4ac998b9b). Reopen if you still see it.
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sky_line/Slipstream#908
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