By now Claude has built, materialed, and organized your scene entirely from natural-language prompts. The final step in any real pipeline is getting that scene out of Blender and into a game engine or web renderer. As with everything else in this tutorial, you never touch Python — you describe the export you want and Claude drives Blender to produce the file.
The Blender MCP bridge already covers the whole modelling loop: it can read scene and object info, create, modify, and delete shapes, build and assign materials, sort objects into collections, and export the result. (It can also pull ready-made assets and HDRIs through Poly Haven and generate models with Hyper3D Rodin.) Export is just one more prompt — the same conversational interface you have used all along.
Lesson 15: Export by Prompt
Your goal is a single portable file you can hand to another tool. The most universal choice is glTF Binary (a .glb file): it packs geometry, materials, cameras, and punctual lights into one self-contained blob. Instead of clicking through Blender’s File → Export → glTF 2.0 dialog and second-guessing every checkbox, you spell out your requirements once and let Claude apply them.
Send this prompt to Claude Code exactly as written — copy it verbatim so the export settings match what you expect:
Use Blender MCP to export the current scene as a GLB file. Before exporting:
- apply transforms where appropriate
- keep object names
- include materials
- include camera and lights if supported
- save the file as garage_scene.glb
A few things worth understanding about what you just asked for:
- Apply transforms where appropriate — bakes scale and rotation into the mesh data so objects land in the target engine at the size and orientation you see in Blender, rather than carrying surprise transform values.
- Keep object names — the names you (and Claude) gave objects survive into the engine, so a node called
GarageDoorstaysGarageDoorinstead of becomingCube.001. - Include materials — the material definitions ride along inside the
.glb, so colors and surfaces show up without manual reassignment. - Include camera and lights if supported — glTF can carry cameras and punctual lights; the if supported phrasing lets Claude include them when the format and your scene allow it and skip gracefully when they don’t.
GLB is the portable format that drops straight into Godot, Unity, Unreal, or Three.js. One file, no loose texture folders to wrangle — which is exactly why it is the default target for handing a Blender scene to a game engine or a web renderer.
Claude will report back where it wrote the file. Don’t take the success message on faith — verify it the way you would verify any build artifact.
What GLB carries — and what it doesn’t. glTF/GLB reliably exports meshes, transforms, names, materials, and cameras. It supports only punctual lights — point, spot, and directional — so area lights do not survive export; swap to a point or spot light if you need it in-engine, or just re-create lighting in your target engine. glTF also has no concept of Blender collections: objects arrive as plain scene nodes unless you tick Full Collection Hierarchy in the export options (which writes the collections as empty parent nodes).
Run the export prompt above. Then manually confirm the result: open a fresh, empty Blender file (File → New), import the GLB with File → Import → glTF 2.0, and select garage_scene.glb. Check the Outliner — your objects should appear with their original names and their materials intact. If something is missing, refine the prompt (for example, ask Claude to re-export with materials embedded) and import again.