How to use it
- Press Open a model or drop the file on the page: a .bbmodel, or a .glb, .gltf, .obj, .fbx, .dae, .stl, .ply or .vox from another program. The model shows up, with its first animation playing if it has one.
- Press one of the buttons under Download as. The file is written straight to your downloads.
Which format?
- GLB for Blender, Godot, Unreal, three.js and most other 3D programs. It is one file and the only format here that carries the animations. Unity reads it with the glTFast package.
- OBJ + MTL for older programs and for 3D printing slicers. No animations, the model is saved in its rest pose.
- PNG picture for a thumbnail, a store page or a wiki: the view you see, with a transparent background.
- Textures if you only want the texture files that are stored inside the .bbmodel.
- .bbmodel when you opened a file from another program and want it in Blockbench.
What is kept and what is not
- Kept: cubes with per-face UV and box UV, mirrored and rotated faces, inflate, meshes, the bone tree with its pivots, every texture, and in GLB the bone animations (linear, step, smooth and bezier keyframes, Molang maths in keyframes).
- Animations in GLB are baked: each animation is sampled at the frame rate you set (24 per second unless you change it), so it plays the same everywhere, but the original keyframes are not in the file.
- Not kept: particle and sound keyframes, animation controllers, and animated (flipbook) textures, where the first frame is used. Locators, null objects and cameras are left out.
The loader is the one my sprite tool uses. I checked its poses and texture mapping against Blockbench 5.2 itself, and the GLB and OBJ files against Blender.
What comes over from another 3D file
- Kept: every mesh with its faces and UV mapping, the object tree as Blockbench groups with their pivots, the textures (stored inside the .bbmodel), and plain material colours as small colour textures.
- Not kept yet: animations and skin weights (a rigged model comes in its rest pose), vertex colours, normal and roughness maps.
- The result is a generic Blockbench model made of meshes, not cubes. It is right for editing, painting and exporting to game engines. Minecraft Java block and item models need cubes, so those have to be rebuilt by hand.
- Faces come over as triangles. Models above about 20,000 faces get slow in Blockbench; lower the detail in your 3D program first.
I checked the files by opening them in Blockbench 5.2 itself: same meshes, faces, vertices and textures as the tool wrote.
Something missing that you need, animations for example? Tell me, requests decide what I add next.
Other formats
- bbmodel to GLB / glTF: one file with textures and animations.
- bbmodel to OBJ: for programs that do not read glTF.
- bbmodel to PNG: a picture of the model, or its textures.
- GLB / glTF to bbmodel: open a glTF model in Blockbench.
- OBJ to bbmodel: an OBJ with its textures as a Blockbench project.
- FBX to bbmodel: an FBX model as a Blockbench project.
- MagicaVoxel to Blockbench: a .vox file as cubes.
- Also read: .dae (Collada), .stl and .ply. Open them on any of these pages and press Download .bbmodel.
- Writing FBX: not done here. Save as GLB, open it in Blender (File > Import > glTF 2.0) and export FBX from there.
- Minecraft JSON (Java block / item models, Bedrock geometry): that is Blockbench's own job, File > Export in Blockbench. This page is for getting a model out to other programs.
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