Forum Archive › Pure Geomtre animation export to gltf › Reply To: Pure Geomtre animation export to gltf
Hi, if this double posts then i had an error, this is my second attempt and Firefox is having issues
okay! it would be helpfull if you posted a bit more example of what you are specifically trying to export, here’s some my understanding of GLTF
GLTF is very much like FBX but free, it was designed to compete with it.
GLTF stores attributes like vertex groups/weights for your bone names, empties with the bone names acting as translation points and actions storing translation data. most people use above portion for characters but for motion graphics which im guessing this is about i would be looking at shape keys. the animation data is heavier as its basically storing a position offset for each vertex of your mesh but it may just have to be.

i ran a test with what im pretty sure are default settings and after making a shape key and naming it in the “outliner->blend file” it imported fine with shape key baked. unless you change settings, whenever you export to a file that doesnt support the modifiers (basically everything) the modifiers are applied. you need to figure out how to bake your animation to work off of the normal bone and armature or as a shape key. I’ve also heard people using something called a mesh sequence which may just be another form of the shape key data but this is my understanding.
if this is not possible and you’re doing some wacky cool stuff in geometry nodes then… i know it sucks but you may have to port what you are doing to a vertex shader acting on position data; geometry nodes is a fancy but equivalent to how we write vertex shaders in blender, issues arise trying to port out of it because blender does a bunch of heavy lifting for us.
hopefully this has been helpful and not just making the situation worse, can you post an example of what you are trying to do?
– Itera