Am I missing something here…?
So I export a model with one material that has 4 textures from blender and the .glb is 600k . Great.
All except the blender principled shader has no AO slot , so I was mixing it into diffuse via a mix node. Obviously that wont export.
So I remembered the sandbox had features to export glb. So I drag the model into the scene , add the AO map in the exporter and then when going to the export option I was already bothered by seeing the title “export scene”
Of coarse when I clicked that … it did exactly that. Exported the entire scene with cameras and skyboxes and the toot. and the resulting .glb was now 4mb big.
I have a heap of assets I need to prep to make ready for selective import into a app scene. I definitely dont want each glb to be a whole scene that is 4mb.
I have a model , I want to edit it , give me back the edited model. Nothing else.
I’m honestly baffled why this was not the first thought of option when developing this tool , at least to me it seems the most obvious use case.
No offense to anyone off coarse.
If somebody knows of a solution to this I would be very thankful.