Requirements¶
You need three categories right now for a completely rigged model: hierarchy, ROOT and skinned_geometry. You can generate hierarchy with:
For a completely rigged model, you need three categories:
- hierarchy
- ROOT
- skinned_geometry
You can generate the hierarchy with:
–no-skin: will only extract locator hierarchy and rigid bodies from USF to GLTF
You can refer to the sample blend files. For skinned models, your scene should look like this:

Note
Ensure the correct naming for the top nodes: hierarchy, ROOT, and skinned_geometry.
hierarchy— contains all bones, locators, and rigid meshes in their proper hierarchy. It is separate from the skeleton because Blender bones are not real objects and cannot have direct parents, which could cause flat and messy hierarchies.ROOT— the actual skeleton of the model.hierarchygets merged intoROOTby the converter.skinned_geometry— is where you group your skins. You can freely group and parent them for a clean, readable hierarchy. Keep in mind that converting toGLTFand re-importing to Blender will ruin theskinned_geometryhierarchy, but you generally do not need to importGLTFfiles back.

For rigid models tpl_desc (it can contain TPL animation information) must be the top node. The rest stays the same.
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