Exporting Rigged glTF

· · Ultra

File > Export Rigged glTF… is gated to the Ultra edition. Unlike Export Mesh, it is not a format-converter path — it needs real prerequisites in place first.

The File menu's Export Rigged glTF item, badged Ultra, with a UV-mapped rigged created topology visible in the viewport behind it
File > Export Rigged glTF…, the Ultra-only export for a UV-mapped, skinned created topology.

Prerequisites

  1. A UV-mapped created topology — run Generate UV Map first.
  2. A skeleton the loaded model actually carries. A source file with no bones has nothing to extract.
  3. Skin weights on that skeleton — a model with bones but no weight painting can't be transferred.

The Animation panel's "Copy Bones and Weights to mesh" button is not a hard prerequisite here, despite the natural assumption — this export performs its own fresh nearest-surface-point weight transfer every time it runs, independent of whether that button was ever pressed. That button exists so you can preview the transfer through playback before committing to an export; it works in every edition, since only the File-menu export action itself is Ultra-gated.

What gets written

One self-contained ASCII .gltf file (GLB is not offered here) with geometry, normals, UVs, joint indices and weights, the bone hierarchy, and inverse bind matrices embedded directly in the JSON as a base64 buffer. Each source material becomes its own primitive, with baked textures — base color, normal, metallic-roughness (always packed, since glTF requires it), occlusion, emissive — written as sidecar PNGs beside the .gltf. This path has no UDIM support at all.