Exporting Your Scene
Send your finished scene to Blender, Godot, Unity, or any other glTF-compatible tool.
MeshCraft's native .mc3.xml file keeps everything editable, but most other 3D
software doesn't understand it. To hand your scene off, export it to glTF (a
readable JSON format) or GLB (the same thing packed into one binary file) —
an open standard that nearly every modern 3D tool and game engine can import.
Exporting
- Open the export dialogPress Ctrl+E, or use File → Export.
- Choose a destination and formatPick
.gltf(readable, with separate texture files) or.glb(a single self-contained file — usually the easier choice to share). - ExportMeshCraft writes out your geometry, materials, textures, and any keyframe animations in one pass.
What comes across
- All primitive shapes, extrusions, and CSG results, converted to real triangle meshes.
- PBR materials and textures.
- Keyframe animations (position, rotation, scale, visibility, and color channels).
- Repeated shapes and definition instances are exported efficiently — identical geometry shares data instead of being duplicated.
By default, exporting a scene that contains CSG (Union/Difference/Intersection) shapes with unsupported child types inside them will stop with a clear error rather than silently producing something wrong. If you hit this, either simplify the CSG group's children, or enable the "allow approximate CSG export" option to export the pieces separately (this is a geometrically approximate fallback, not the true boolean result).
After exporting
Open the resulting .glb/.gltf file directly in Blender's importer, drag
it into a Godot or Unity project, or preview it in any online glTF viewer to confirm it looks
right before handing it off.