Export & Pipelines
You made something cool. Now ship it. GLB, Blender, game engines, the metaverse — your call.
Export Options
BlackBox exports everything as GLB (binary glTF) — the universal 3D format. Your model, textures, skeleton, and all animations packed into a single file.
| Option | What It Does | When to Use |
|---|---|---|
| Export All | Exports model with all animation clips | Default export. Ship everything. |
| Export Selected | Exports model with only the active animation | When you need one specific animation. |
| Export for Blender | 100x scale normalization | Blender 4.0+ bone display fix. Read more below. |
Native File Dialogs
On Chrome and Edge, BlackBox uses the File System Access API to give you actual OS file dialogs — pick exactly where to save, choose the filename, the whole deal. Like a real desktop app, except it's in your browser.
Firefox and Safari use the traditional download approach — the file goes to your Downloads folder. Works perfectly, just less fancy.
Exported files are automatically named with your model name and the current date: MyCharacter_2026-02-19.glb. If you're exporting a specific animation, the animation name is included too: MyCharacter_Walking_2026-02-19.glb.
Morph Target Profiles
Morph targets (blend shapes) are powerful but expensive in file size. BlackBox lets you choose how much to include:
| Profile | Includes | Typical Size | Use Case |
|---|---|---|---|
| Full | All morph targets at full precision | ~12.9 MB | Video production, high-end rendering |
| Game | Essential morphs, optimized deltas | ~6–7 MB | Game engines, real-time applications |
| None | No morph targets | ~5 MB | Background characters, maximum performance |
A naive export with all morph data can be 51.7 MB. BlackBox's optimization pipeline — delta zeroing, influence reset, and targeted pruning — can get that down to 5–13 MB depending on the profile. That's a 4–10x reduction with zero visible quality loss.
Export for Blender
Blender 4.0+ introduced a change that makes bones from small-scale models (like Meshy3D's 0.01 armature) nearly invisible. The "Export for Blender" option applies a 100x scale normalization that brings bones to human-readable size.
- Animate in BlackBox Create or retarget your animation as usual.
- Click Export for Blender Found in the export dropdown. Applies scale normalization automatically.
- Import into Blender File → Import → glTF 2.0. Bones will be visible at normal size. Edit away.
Only use "Export for Blender" if you're going to Blender. The 100x scale will make the model enormous in other engines. For game engines and web, use the standard export.
Clean Model Tool
After working with IK targets, constraint widgets, and debug visualizations, your model might have extra geometry attached. The Clean Model button (the broom icon in the header) removes all debug objects:
- IK target spheres
- Bone helper icospheres
- Debug axes and visualization meshes
- Constraint widget geometry
Clean before exporting to ensure your GLB contains only the actual model and animations.
Workflow Pipelines
Animator → Game Engine
- Animate in BlackBox — Retarget, pose, keyframe
- Export as GLB — Use standard export with Game morph profile
- Import into engine — Unity, Unreal, Godot, Three.js, Babylon.js all support GLB
Animator → Blender → Production
- Animate in BlackBox — Get your base animation nailed
- Export for Blender — Scale-normalized GLB
- Refine in Blender — Graph editor, NLA strips, rendering
- Render or re-export — Final output for your project
Animator → poqpoq World
- Create or load your avatar — VRM, Meshy, TripoAI, or any GLB/FBX
- Add animations — Retarget Mixamo clips or create from scratch
- Export as GLB — Standard export with your preferred morph profile
- Upload to poqpoq World — Your custom animated avatar, live in the metaverse
File Size Tips
For web and game deployments, use the Game or None morph profiles. Facial expressions are expensive. If your character doesn't emote, strip them.
For game engines that load animations separately, use Export Selected to create individual GLB files per animation clip. Smaller files = faster loading.