Make sure your model is exported from Blender correctly so that it performs as expected when imported to BRIO.
What will export to glTF?
In Blender you can export models with or without textures and/or vertex colors, models with skeletal armatures, models with shape keys (morphing), and models with animation.
You can not export Blender's particle systems, cached vertex animations (ie fluid or cloth simulations), and certain shaders.
Review the following guidelines to make sure your model(s) export correctly. This list, while not exhaustive, includes some common issues that may cause unexpected results.
The scale should read 1, 1, 1.
Remember to apply the scale after you rescale an object in Blender. If your object's scale reads something other than 1, 1, 1 then you may end up unexpected proportions when exporting. One way to avoid this issue is to scale in Edit mode - this mode doesn't alter the object scale values.
Object should be at or near the world origin (0, 0, 0)
Objects being far from the origin is a common problem with models that come from third party sites like Sketchfab or Google Poly. Make sure your object is near where the loading cube was located.
Apply the modifiers you want to see
Blender modifiers need to be applied in order for them to show up on your exported model. Apply all desired modifiers on your model before exporting.
Stash animation tracks
In order to support objects with multiple animations, all animation tracks need be 'Stashed' or 'Pushed Down' for them to export to glTF. It can be performed from either the Action Editor or the NLA (Non-linear animation) editor
Export as a .glb or glTF
A single .glb file contains all mesh data, image textures, and related information in a single binary file. Glb files are generally easier to deal with because you're not having to move around separate .bin and texture files.
Advanced users, might choose to export as glTF if you intend to edit the file by hand using a text editor.
In many cases, the default export settings are okay, but you can check this list to troubleshoot while exporting:
- (Include) 'Selected Objects' - Checking this allows you to only export selected items.
- (Include) 'Custom Properties' - In most cases is not necessary.
- (Geometry) 'Apply Modifiers' - In most cases you'll want to leave this OFF.
- (Geometry) 'UVs, Normals, Tangents' - Best left ON.
- (Geometry) 'Vertex Colors' - If you choose to paint vertex colors on your model, you'll need this ON. Otherwise, you can turn it OFF.
- (Geometry) 'Materials' - Most models require materials to display properly, so leave this ON.
- (Geometry) 'Compression' - Leave this OFF.
- (Animation) 'Limit to Playback Range' - Make sure your playback range is set properly to see the full animation get exported.
- (Animation) 'Always Sample Animations' - This significantly increases the file size. If your animations work without it, leave it OFF.
- (Animation) 'NLA Strips' - You must have this ON if you've stashed a bunch of animation tracks on your object(s).
- Shape Keys - You must have this turned ON if you have an object that requires shape keys (also known as morph targets or blend shapes in other software).
- (Shape Keys) 'Shape Key Normals' - This one can be turned OFF if your morphs don't do anything special with the object's normals.
- Skinning - You must have this turned ON if your object is bound to a skeletal armature.
Whenever possible, use 'unlit' materials
Unlit materials refer to materials where the lights within the scene have no effect on the object - they appear fully lit on their own. Unlit materials are the 'cheapest' materials to render and look the same on all devices.
For this reason, many times people will 'bake' the lighting and shadow information into the baseColor texture first, then apply it to an unlit material. You can also bake your lighting later in BRIO once you import your files.