
The Write GLB node
When to use it
One self-contained .glb: geometry, materials and textures all embedded. That is what a web viewer or a runtime asset pipeline wants.
Against FBX, glTF wins when the destination is an engine or a browser and loses when it is a DCC package.
The writer is hand-rolled and runtime-safe, so this works in the packaged app where editor exporters do not. Press Write Glb.
Pins
| Pin | Type | Description |
|---|---|---|
Mesh |
Mesh | The mesh to save. Bones, skin weights and the base colour texture ride along with it. |
Settings
| Setting | Type | Description |
|---|---|---|
Scale |
Number | Multiplies every vertex position on the way out. glTF works in metres and MeshMorpher works in centimetres, so the 0.01 default is what makes the mesh open at the right size in a glTF viewer. Set it to 1 and your character shows up a hundred times too big. |
Write Material Colours |
True/False | Writes one material per slot. A slot that has a base colour texture gets it packed into the .glb. A slot without one gets a flat colour instead, so the sections stay easy to tell apart. Turn this off and the file arrives with no materials at all. |
Vertex Colors |
Choice | What goes into the vertex-colour channel: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing. |
Available in Mesh Morpher Graph and Mesh Morpher Studio.