1 · Open the scene
GLB arrives as one file. A .gltf needs its .bin and textures dropped alongside it; a missing buffer is reported, not guessed.
2 · Flatten the geometry
Every mesh node is baked into world space and merged into one triangle list. Instances are expanded, so the STL can be larger than the scene file.
3 · Write the print file
The mesh is written as binary STL. Coordinates are copied untouched; if the scene was authored in metres, pick that source unit.
Where the limits are
| Data | Behaviour | Why |
|---|---|---|
| Node transforms | Applied | Each mesh is baked into world space |
| Instances | Expanded | Every copy becomes its own triangles |
| Materials, textures | Dropped | STL has no material model |
| Units | Metres by convention | Choose metres as the source unit if the scene uses them |
| Animation, skinning | Dropped | STL stores static geometry |
Before you print
A flattened game asset often has open edges. Check it with a mesh report before sending it to a slicer.
Checking the result yourself
- Note the triangle count and bounding box the page shows.
- Open the result in the program you will actually use and read its statistics.
- Compare the dimensions with the source; a silent unit change shows up here first.
- Look at the model from both sides: flipped normals are visible immediately.