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Blender: transfer a model to Reckfell

Prepare source data, use current import settings and diagnose the result.

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Transfer a model through glTF

Use GLB/glTF to exchange models between Blender and Reckfell. A separate exporter to a text level format is not required for this workflow. Retain the editable .blend source; the exported model is a separate interchange result.

  1. In Blender, prepare the required objects, geometry, materials, skeleton and animations. Check units, transforms and external images.
  2. Export GLB or glTF 2.0. For .gltf, transfer buffers and images with correct relative paths too; check dependencies for .glb as well.
  3. Add the result and dependencies to the Reckfell project directory. Wait for import and inspect the log.
  4. Place the model in a test level. Compare scale, orientation, materials, transparency, skeleton and clips. Visible geometry is not by itself a physics collider.
  5. Change the source, export again and verify reimporting. Do not manually fix the generated cache.

Follow 3D import for configuration. To transfer back out of Reckfell, use glTF export.

When to use direct .blend import

The editor can invoke an installed Blender, produce intermediate glTF and import it. This editor convenience does not mean that a game build reads .blend directly.

Check project setting filesystem/import/blender/enabled and the Blender executable path filesystem/import/blender/blender_path in editor settings. These are different settings. The importer checks Blender launch and version; a .blend file without a working Blender is insufficient. Availability differs for Android/Web: do not transfer a desktop-editor setup without checking support.

If automatic import fails, first export explicit GLB/glTF from Blender and import that. This separates Blender-launch failures from model-data failures. Retain export settings alongside the source to reproduce the result.

Diagnosis

ProblemCheck
.blend fails to importImporter enabled, path to the actual executable, launch availability, version and log
Geometry exists, materials missingSupported glTF materials, external images and texture channels; an arbitrary procedural Blender graph is not transferred as an executable shader
Wrong size or rotationUnits, root transforms and export settings, then the imported result
Missing animationSelected clips/objects, skeleton relationships, animation export and import settings
Manual changes disappear after an updateWhether edits affected source data, import settings, an external material or generated output

glTF transfers supported data, not the entire Blender document with every tool and effect. Absence of an error is insufficient: check the required material and movement in Reckfell.

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