One-click GLB & USDZ export with automatic texture baking and optimization for Blender.
Edit → Preferences → Add-onsInstall... and select the downloaded .zip fileGlbXport (formerly AR Quick Export) is a professional Blender extension designed to streamline the workflow of creating Augmented Reality ready 3D models. It automates the process of baking multiple single-material objects into a single texture atlas, optimizing geometry, and exporting to both GLB (Android/Web) and USDZ (iOS) formats instantly.
Select the mesh objects you want to export in the 3D Viewport.
Press N to open the Sidebar and find the GlbXport tab.
Set Texture Resolution, check Export USDZ if needed, and toggle Optimize Geometry.
Click the BAKE & EXPORT button. The folder with your files will open automatically.
1. Download the `glbxport.zip` file 2. Open Blender and go to **Edit > Preferences** 3. Select the **Get Extensions** tab (or **Add-ons** in older versions) 4. Click the arrow icon (**Install from Disk**) and select the zip file 5. Search for "GlbXport" and enable it
To export your model: 1. **Select** all single-material objects you wish to include (ensure each object has one material assigned) 2. **Open** the sidebar (N-key), locate the **'GlbXport'** tab 3. **Click** "BAKE & EXPORT" The machine will freeze momentarily while it clones your objects, applies a smart UV project, and bakes the emission pass to a new texture atlas. Once complete, the folder containing your `.glb` and `.usdz` files will open.
Enable the **'Optimize Geometry'** checkbox to automatically clean up your mesh before export. This performs a: - **Merge by Distance** (removing doubles) - **Recalculate Normals Outside** This ensures a clean mesh for AR viewers without manual cleanup.
Go from multiple single-material objects to game-ready assets in a single click.
Bakes Diffuse/Color information (via Emission pass) for single-material objects into a single texture atlas.
Simultaneously exports .glb (Android/Web) and .usdz (Apple AR) files.
Your original objects are preserved; all operations happen on temporary copies.
Optional auto-cleanup of double vertices, loose geometry, and normal re-calculation.
Automatically packs UVs with configurable margins to maximize texture usage.
No. The addon creates a temporary copy of your selected objects to perform all joining and baking operations. Your original scene remains untouched.
For optimal baking, each selected object should have a single material assigned. Selecting multiple single-material objects will bake them together cleanly into one texture atlas.
The addon currently bakes using an Emission pass to ensure exact color reproduction without lighting interference. This is ideal for unlit AR models or models that will be lit by the AR environment.
A new folder named `Digibee_glb_[Name]` is created in the same directory as your .blend file.
Yes! The output GLB files are standard and optimized, making them perfect for Unity, Unreal, or Godot.