I saw this repo pop up earlier this Summer from the HeyPuter dev, GitHub - HeyPuter/blender-wasm: 🧊 Blender in the Browser · GitHub - I want to emphasize I didn’t do that portion of the work which is a multi-layered blender fork to support webgpu backend (and recently webgl) and series of curated toolchain steps in order to get this thing built.
I immediately saw the use case for integration and had been tinkering around with embedding Blender and exposing it for BabylonJS integration – sending projects back and forth in the same web environment.
It’s still a work in progress, but things are working out as intended, and I’m smoothing all the rough edges for the typical workflows and caveats. I’m shaping this as a general library wrapper around Blender with integration points for well-supported 3d web engine frameworks, currently adapters for BJS, Lite and ThreeJS.
https://www.npmjs.com/package/@knervous/blender-web
Blender is a beast, by default it has a host of dependencies that assume multithreaded capabilities. There are two published versions and the module’s entrypoint detects which is available and uses that based on where it’s hosted (need SharedArrayBuffer for threads)
Where does this fit in?
The BJS editor and its kin already have established workflows with a good bit of overlap in Blender. My challenge to the community is to use the Blender WASM API as the integration point in existing or new BJS world editors - it’s plug and play in the code and immediately available in the package in all browser environments.

