Export a .glb
Export a fig as one game file that Godot, Unreal, Unity, and Blender open.
In the fig editor, open Share in the menu bar. It lists three groups: For a game: Roblox, .glb, sprites… (Roblox and Game development), Into a photo, or AR… (A photo of yours and Your real table), and To the community, a friend, or a widget… (Community, A friend with Ünflat, and Your home screen). Tap a group and the share card opens on its rows under Where is it going?. Tap a row and the card flips to its page. Two rows open something else: A photo of yours starts a photo scene with the fig in it, and Community opens the share sheet .
The .glb is on the Game development page, with the sprite
sheet and the .stl.
Game development
The back page is titled Game engine. The .glb section is at the
top, with two chips that set what is included:
- Colors & paint writes fills and pixel paint into one texture. The pixels stay sharp at any size. See-through pixels export as holes.
- The second chip exports the animations: one clip per move set, named after the set, with every moving part and its idle moves. A fig with no sets exports one clip named after the fig. A move set made of steps is one clip too, played in order. Every clip is sampled at the fig’s Frame rate with its ease: held frames below Smooth, joined frames at Smooth, as Showtime plays them. The chip names the clips, for example Clips: Idle, Walk, Run, Wave. When nothing moves it reads Animations and stays off.
A Paper move (Ripple, Breathe, Curl) does not export. The note under the chips says so: Paper animations do not export to .glb format.
The skin in use exports. An animated skin exports its current picture.
With two or more skins saved, a
Game skins (.zip) section appears: model.glb with the first
skin, one PNG per skin in a skins folder, and a README. Change the
texture in the engine to change skins.
Sprite sheet (.png + .json)
Below the .glb is the sprite sheet: the fig shot from fixed
directions, each in its own see-through square, feet on one line,
saved as one PNG with the JSON file game engines read (the Aseprite
format). It uses the fig’s current look. The camera does not
open. Both files are named after the fig.
- Views: Strip shoots one facing. 4 or 8 rotates the fig through that many directions, one row each.
- Angle: Top-down is the 2:1 pixel stair (26.6°), High is a 45° look down, Down is nearly straight down.
- Cell: the size of each square, 128 or 256 pixels.
- Frames: Still is one picture per direction. 4 or 8 steps one cycle of the fig’s idle move into that many columns. A fig with no idle move gets one column.
- Camera: Flat removes perspective. Real keeps it.
- Gap: None leaves no space between cells. 2 px leaves two pixels between cells with the edges extended, so no color bleeds when a game filters the sheet.
- Rows: Clockwise starts at the front and rotates right. RPG runs down, left, right, up, the order RPG Maker reads.
Sheets do not have the Ünflat mark. 3D print (.stl) is under the sheet: 3D print a fig .
Opening it
A .glb opens in Godot, Unreal, and Blender. Unity reads it through
the glTFast package. Keep texture filtering on nearest (point) and
mipmaps off so the pixels stay crisp.
The app writes .glb but does not open one. The editable fig stays in
the app. To send a fig to a friend with Ünflat, use the A friend with
Ünflat row. It saves a .fig they can open and edit.
A remix of a piece shared with downloads off cannot export files. The card says so in place. See Remixing .
The other rows
- Your real table (Into a photo, or AR…) saves an AR
.usdz. Open it on an iPhone or iPad and the fig appears on the table. Pinch to make it bigger. - Your home screen (To the community, a friend, or a widget…) pins a slow-spinning widget of the fig. Pin builds it and Update refreshes it.
Photos, loops, and video come from the Camera tab. A whole scene exports from its own card: Export a scene .