Exporting Blender Models To ThreeJS and WebGL
Exporting Blender Models To ThreeJS and WebGL
Have a 3D model you want to include in your WebGL project using ThreeJS? Using Blender (a free and Open Source Electronic Armory
3D software application), you can export that model into a WebGL compatible JSON file and load it into your 3D scene
using Three.js. Follow the steps below or jump down to the end of the post for the code or download the project. Announcements
Leave any comments or questions below.
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The exporter will export one object at a time so by selecting the model you wish to export, itll create a JSON
(JavaScript Object Notation) file that represents the data to reconstruct your model. Select each object you wish to
export and go to File -> Export -> Three.js (.json).
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Ensure that the Face Materials check box is enabled under the Shading category in the export window. This will
export the materials on your model as well.
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<html>
<head>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script>
// Setup a new scene
var scene = new THREE.Scene();
// Models
var model;
var sphereModel;
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renderer.render(scene, camera);
};
render();
</script>
</body>
</html>
Example code
Download the Blender file and WebGL example code. If you end up using it for a project, let me know and leave any
comments or questions below.
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3d, blender, code, export, JavaScript, json, programming, threejs, web, webgl
4 Responses
Is there a way you can export all the Objects at one and not go through each individual one ?
Yes, there is. Youll have combine all meshes that you want exported as one, into a single mesh before
you export. Select all your meshes and hit Ctrl-j in Blender and thatll combine all the objects into one.
Then, when you go to export it, all of them will export into one .json file. When you load in a .json file
into Three.js, it treats it as one object with transforms, materials and animations so you wont be able to
control the objects independently with this method.
Indeed it throws out 1 mesh you cant toy with in the three.js view,
Might there be some way to select all but have the plugin export all the meshes
separately instead of manually going through each one ?
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I think the plugin needs to be adapted to do this or I suppose Ill have to get in there
and script this out.
Thanks again,
I tried activating the exporter and got a trace back error that doesnt allow the box to be checked. Any ideas whats
happening?
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