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r3f-glb-exporter

v1.0.31

Published

GLB/GLTF export button and utilities for React Three Fiber scenes. Includes automatic cleanup of lights, CSG internals, wireframes, invisible meshes, and more.

Readme

R3f-to-glb

A drop-in GLB/GLTF export button and utility library for React Three Fiber scenes.

It clones your scene, cleans up internal R3F/Three.js objects (lights, cameras, CSG duplicates, wireframes, invisible meshes, helpers), assigns readable names, and exports a clean .glb file ready for Blender, game engines, or any 3D tool.

Installation

npm install r3f-glb-exporter

Peer Dependencies

Your project must already have these installed:

npm install react react-dom three @react-three/fiber @react-three/drei

Quick Start

Add <ExportButton /> inside your <Canvas> and a download button appears in the corner of your scene:

import { Canvas } from '@react-three/fiber';
import { ExportButton } from 'r3f-glb-exporter';

function App() {
  return (
    <Canvas>
      <ambientLight />
      <mesh>
        <boxGeometry />
        <meshStandardMaterial color="orange" />
      </mesh>

      <ExportButton filename="my-model" />
    </Canvas>
  );
}

Click the download icon button and a my-model.glb file is saved to your downloads.

ExportButton Props

General Props

| Prop | Type | Default | Description | |------|------|---------|-------------| | filename | string | "scene" | Output filename (without .glb extension) | | position | "top-left" | "top-right" | "bottom-left" | "bottom-right" | "top-right" | Where the button appears on screen | | showStats | boolean | true | Log scene stats (vertices, triangles, meshes, textures) to the console after export | | style | React.CSSProperties | undefined | Custom CSS styles for the button | | className | string | undefined | Custom CSS class name | | options | GLBExportOptions | {} | Advanced export options (see below) |

Scene Cleanup Props

These control what gets removed from the scene before export. All default to true, which gives you the cleanest possible output. Set any to false to keep those objects in the export:

| Prop | Type | Default | What it does | |------|------|---------|--------------| | removeHelpers | boolean | true | Removes GridHelper, AxesHelper, BoxHelper, and other helper objects | | removeCameras | boolean | true | Removes camera objects from the export | | removeLights | boolean | true | Removes lights and their targets (fixes sun / sun.001 nodes that show up in Blender) | | removeCSGChildren | boolean | true | Removes duplicate meshes created by @react-three/csg. CSG stores internal operands (Base, Subtraction) as children of the result mesh - this strips them out | | removeInvisibleMeshes | boolean | true | Removes meshes with visible={false}, fully transparent materials (opacity: 0), or hidden materials. Catches click targets and interaction planes | | removeLineObjects | boolean | true | Removes LineSegments, Line2, and Line objects (selection outlines, highlights) | | removeWireframeMeshes | boolean | true | Removes meshes where all materials have wireframe: true. GLTF does not support wireframe rendering, so these would export as solid filled geometry | | assignReadableNames | boolean | true | Auto-names unnamed objects based on their geometry type and material color (e.g. Box_#ff6600, Sphere_#ffffff). Objects that already have a name are left untouched | | mergeMeshesInGroups | boolean | true | Merges all meshes inside each group into a single mesh. This protects your geometry details from being accessed by clients - they can't see or modify individual components. Set to false to export all individual meshes |

Example with Custom Props

<ExportButton
  filename="my-scene"
  position="bottom-left"
  removeLights={false}         // keep lights in the export
  removeCSGChildren={false}    // keep CSG child meshes
  assignReadableNames={false}  // keep original Three.js names
  mergeMeshesInGroups={false}  // keep individual meshes (don't merge)
/>

Advanced: Using the Utility Functions Directly

If you need more control (e.g. uploading to a server instead of downloading, or integrating into your own UI), you can use the underlying functions:

prepareSceneForExport

Clones the scene and applies all cleanup. Does not export anything - just returns the cleaned scene.

import { useThree } from '@react-three/fiber';
import { prepareSceneForExport } from 'r3f-glb-exporter';

function MyComponent() {
  const { scene } = useThree();

  const handleCleanup = () => {
    const cleanScene = prepareSceneForExport(scene, {
      removeLights: false,        // keep lights
      assignReadableNames: true,  // auto-name objects
    });

    // cleanScene is a clone - your original scene is untouched
    console.log(cleanScene);
  };
}

exportToGLB

Exports and triggers a file download.

import { prepareSceneForExport, exportToGLB } from 'r3f-glb-exporter';

const cleanScene = prepareSceneForExport(scene);

await exportToGLB(cleanScene, {
  filename: 'my-model',      // saves as my-model.glb
  binary: true,               // .glb (binary) or .gltf (JSON)
  maxTextureSize: 4096,
  onStart: () => console.log('Export started...'),
  onComplete: (blob) => console.log(`Done! ${blob.size} bytes`),
  onError: (err) => console.error('Failed:', err),
});

exportToGLBBlob

Returns the blob without triggering a download. Useful for server uploads.

import { prepareSceneForExport, exportToGLBBlob } from 'r3f-glb-exporter';

const cleanScene = prepareSceneForExport(scene);
const blob = await exportToGLBBlob(cleanScene);

// Upload to your server
await fetch('/api/upload-model', {
  method: 'POST',
  body: blob,
});

getSceneStats

Returns vertex, triangle, mesh, and texture counts for a scene.

import { getSceneStats } from 'r3f-glb-exporter';

const stats = getSceneStats(scene);
console.log(stats);
// { vertices: 12450, triangles: 8300, meshes: 42, textures: 5 }

GLBExportOptions

These are the advanced options you can pass to exportToGLB or exportToGLBBlob, or via the options prop on ExportButton:

| Option | Type | Default | Description | |--------|------|---------|-------------| | filename | string | "scene" | Output filename (without extension) | | binary | boolean | true | true for .glb (binary), false for .gltf (JSON) | | maxTextureSize | number | 4096 | Maximum texture dimension in pixels | | onlyVisible | boolean | false | Only export visible objects (Three.js built-in filter) | | animations | AnimationClip[] | [] | Animation clips to include | | trs | boolean | false | Export as TRS (translate/rotate/scale) instead of matrix | | includeCustomExtensions | boolean | false | Include custom glTF extensions | | onStart | () => void | - | Called when export begins | | onComplete | (blob: Blob) => void | - | Called with the result blob on success | | onError | (error: Error) => void | - | Called if export fails |

What Gets Cleaned Up

Here's what each cleanup option removes and why:

| Problem | Cleanup Option | Why it matters | |---------|----------------|----------------| | sun / sun.001 nodes in Blender | removeLights | Three.js DirectionalLight creates a target Object3D that exports as a separate node | | Duplicate meshes (mesh inside mesh) | removeCSGChildren | @react-three/csg keeps operand meshes as children even though the parent already has the computed result | | Solid boxes covering your model | removeWireframeMeshes | GLTF spec doesn't support wireframe rendering, so wireframe boxes export as solid filled geometry | | Empty/invisible geometry in export | removeInvisibleMeshes | Click targets and interaction planes with visible={false} still get exported | | GridHelper, AxesHelper in export | removeHelpers | Development helpers shouldn't appear in production exports | | Selection outlines in export | removeLineObjects | Line-based highlights and outlines from the editor | | Generic Node_0, Obj_1 names | assignReadableNames | Three.js doesn't name objects by default, so GLTFExporter generates generic names | | Clients can see/copy mesh details | mergeMeshesInGroups | Merges all meshes in each group into one, so the internal geometry structure is hidden and clients can't access or copy individual components |

License

MIT