---
title: "Bring your 3D model into Blender, Unity and Unreal"
nav_title: "Into your engine"
summary:
  - "Start with the GLB: it keeps the mesh, textures, skeleton and clips in one file, and Blender and Unreal read it directly."
  - "Unity needs the free glTFast package; the FBX version lost its textures and its clips in the test."
  - "Check the scale and the floor, every texture, the clip names and the root motion before you build on the import."
description: "Import a rigged GLB and its FBX version into Blender, Unity and Unreal Engine, and fix what breaks: textures, pivots, axes, clip names, root motion and bone names."
section: 3d
order: 58
type: guide
level: Build
roles: [artist, developer]
time: { read: 8, do: 20 }
needs: ["A rigged and animated model, as from lessons 4 and 5", "Blender, Unity with the glTFast package, or Unreal Engine"]
last_verified: 2026-11-11
models_checked: ["Rodin Hyper3D Rigging", "Cartwheel Video to Motion"]
hero: 3d/export-3d-to-engines-and-dcc/ch-01-glb-or-fbx.webp
video: tutorials/3d-lesson-9-into-your-engine.mp4
video_caption: "Into your engine"
thumb: 3d/thumbs/lesson-9-into-your-engine.webp
chapters:
  - { at: 0, title: "GLB or FBX", image: "/media/images/3d/export-3d-to-engines-and-dcc/ch-01-glb-or-fbx.webp" }
  - { at: 32.05, title: "Blender", image: "/media/images/3d/export-3d-to-engines-and-dcc/ch-02-blender.webp" }
  - { at: 73.43, title: "Unity", image: "/media/images/3d/export-3d-to-engines-and-dcc/ch-03-unity.webp" }
  - { at: 113.71, title: "Unreal Engine", image: "/media/images/3d/export-3d-to-engines-and-dcc/ch-04-unreal-engine.webp" }
  - { at: 167.47, title: "Before you import", image: "/media/images/3d/export-3d-to-engines-and-dcc/ch-05-before-you-import.webp" }
related: [rig-and-animate-3d, game-ready-3d, scenario-blender-plugin, game-engine-plugins]
pdf: true
updated: 2026-11-11
canonical: https://learn.scenario.com/3d/export-3d-to-engines-and-dcc
---

Last updated: 2026-11-11

# Bring your 3D model into Blender, Unity and Unreal

> Import a rigged GLB and its FBX version into Blender, Unity and Unreal Engine, and fix what breaks: textures, pivots, axes, clip names, root motion and bone names.

In short:

- Start with the GLB: it keeps the mesh, textures, skeleton and clips in one file, and Blender and Unreal read it directly.
- Unity needs the free glTFast package; the FBX version lost its textures and its clips in the test.
- Check the scale and the floor, every texture, the clip names and the root motion before you build on the import.


This lesson takes a rigged, animated character from Scenario into Blender, Unity and Unreal Engine.

## GLB or FBX

![Film still: GLB or FBX](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/169f31160eadf68e300b3e97ec9f90a7b1958374675e4216151b3ee9e67155b3.webp)

Lessons 4 and 5 left the character rigged and animated, with 52 bones and five clips.

Scenario gives you a **GLB**, and can also convert it to **FBX**. A GLB keeps the mesh, textures, skeleton and clips in one file. Blender and Unreal read it directly. Unity needs the free **glTFast** package.

## Blender

![Film still: Blender](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/a98aee7ab278f1e865e8255cd0310e7228b534a203507c699391a8fe4941ae10.webp)

In Blender, choose **File** > **Import** > **glTF**, with the defaults.

- The character comes in about two meters tall, centered on the origin, with Z up, and the five clips arrive as separate tracks.
- The Scenario plugin lives in the same sidebar, so you can generate more assets without leaving Blender.
- **Material:** a GLB packs roughness and metalness into one texture, in the green and blue channels. In the FBX version, that texture was dropped.
- In the run clip, the hips travel three meters forward. There is no root bone, so the motion lives on the hips.

## Unity

![Film still: Unity](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/7ebe90c6b5a26efc24a0e982c9b6ac5c75254d35637b19042ffc03133d43b9f2.webp)

Add **glTFast**, then import both files.

- The GLB arrives with all its textures. The FBX arrives with no textures, stuck in its first pose, and its parts rotated 270 degrees on X from the axis conversion.
- Both stand half in the floor, because the pivot sits at the center of the body. Lift the character one meter, or place it under a parent at floor level.
- In the FBX, every clip name starts with **Armature**. Rename the clips, and use **Bake Into Pose** for clips that should stay in place.

## Unreal Engine

![Film still: Unreal Engine](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/86631f47976733dfa76cb3c868d038b3d0f49ef30df1263cdc7679b902dfce17.webp)

Drag the GLB into the **Content Browser**. **Interchange** shows its settings; keep the defaults.

- The character sinks to the waist and faces the side, because Unreal uses X as forward. Raise it 100 centimeters and turn it 90 degrees, or use **Offset Translation** and **Offset Rotation** on import.
- The GLB brought all five clips, with the hips as the root bone. The FBX brought none: Unreal rejected every clip because its length did not land on a whole frame. Turn on **Snap to Closest Frame Boundary**, or stay with the GLB.
- Bone names: the rig calls the thumb bones Thumb 1 to 3, and the Cartwheel clip calls them Thumb, Thumb 1 and Thumb 2. Match by name, and every finger shifts one joint. Retarget instead.

## Before you import

![Film still: Before you import](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/60949b9f11a6ec51651541e58bfe0e79af7f76b743a5b219ab3f2ce7141688d5.webp)

- Start with the GLB.
- Check the scale and the floor.
- Check every texture.
- Rename your clips.
- Decide on root motion.

Source: https://learn.scenario.com/3d/export-3d-to-engines-and-dcc
