{"id":10511,"date":"2026-05-20T17:59:53","date_gmt":"2026-05-20T16:59:53","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=10511"},"modified":"2026-05-20T17:59:53","modified_gmt":"2026-05-20T16:59:53","slug":"blender-roblox-which-format","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/","title":{"rendered":"Blender to Roblox: Which Format, OBJ, FBX or GLTF?"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_83 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a0e4d4d666ad\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a0e4d4d666ad\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/#obj-vs-fbx-vs-gltf\" >OBJ vs. FBX vs. GLTF<\/a><ul class='ez-toc-list-level-4' ><li class='ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/#obj\" >OBJ<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/#fbx\" >FBX<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/#gltf\" >GLTF<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/#which-format-is-best\" >Which Format is Best<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/#object-size\" >Object Size<\/a><\/li><\/ul><\/nav><\/div>\n<p>Both Blender and Roblox Studio use the same scaling to define their base units of measurement, metres. This ensures objects exported from Blender are the exact same size in Roblox Studio. However, depending on the format used, <strong>OBJ<\/strong>, <strong>FBX<\/strong> or <strong>GLTF<\/strong> (GLB), models may appear incorrectly scaled, a pain-point for productivity that raises questions on how best to make models for export from Blender to Roblox Studio, and what mesh (file) format to use.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"obj-vs-fbx-vs-gltf\"><\/span>OBJ vs. FBX vs. GLTF<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>The three main mesh or model formats Roblox can import and use are; <strong>OBJ<\/strong>, <strong>FBX<\/strong> and <strong>GLTF<\/strong> (GLB).<\/p>\n<h4><span class=\"ez-toc-section\" id=\"obj\"><\/span>OBJ<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>OBJ (Object) files are safe for static, non-animated objects or environment pieces as they&#8217;re a low overhead text-based format that&#8217;s mesh-specific. Data typically exported include mesh, UV, vertex colours, textures, and PBR materials to a limited degree.<\/p>\n<h4><span class=\"ez-toc-section\" id=\"fbx\"><\/span>FBX<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>FBX (Filmbox) files can be used for both static and animated objects, characters, environment pieces or other content. Data that&#8217;s typically accommodated includes mesh, UV, vertex colours, textures, and PBR materials. Along side this, both skeletal (Armature) and morph (Shape Key) animations can be included.<\/p>\n<h4><span class=\"ez-toc-section\" id=\"gltf\"><\/span>GLTF<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>GLTF (Graphics Library Transmission Format) can be used for both static and animated object, characters, environment pieces and other game content. Data typically includes mesh, UV, vertex colours, texture, and PBR materials. Alongside this, both skeletal (Armature) and morph (Shape Key) animations are supported.<\/p>\n<blockquote><p><strong>Design note<\/strong>: while each format is subject to different limitations and capabilities, they can all be augmented in Roblox Studio to create effects or animations not otherwise exportable from Blender. For example, OBJ models cannot be animated in Blender but can in Studio, when included as part of a game object or entity that creates an editor specific effect or action. The same is true for FBX and GLTF, models can be bound to game objects, which are further enhanced by the &#8216;animated&#8217; element exported from Blender.<\/p><\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"which-format-is-best\"><\/span>Which Format is Best<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>In practice, OBJ, FBX and GLTF perform equally well for <strong>MESH<\/strong> data, so usage is largely down to availability, familiarity or workflow preference rather than strict utility. For <strong>ANIMATED<\/strong> objects and content, FBX and GLTF perform much the same from a workflow perspective. However, because FBX is a much older format its more broadly available than GLTF but lacks support for more modern data types or complex structures.<\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><strong>Important<\/strong>: <a href=\"https:\/\/www.katsbits.com\/codex\/fbx-scale-roblox\/\">FBX is subject to scaling issues<\/a> when used for Roblox content creation.<\/p><\/blockquote>\n<blockquote><p><strong>Design note<\/strong>: both FBX and GLTF files can export bone-based or object-based skeletons, that is, skeletal structures made exclusively from Armature objects, structures made from objects that form a &#8216;skeletal relationship&#8217;, or a combination of the two. In all instances, Armatures, nodes (Empty&#8217;s) and mesh objects, can be linked through a Parent \u00bb Child relationship that forms a structure that accommodates the conditional manipulation or animation of an object or objects in Roblox.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-skeleton-animation.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-skeleton-animation.jpg\" alt=\"Animated object in Blender\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>A simple game object configured for animation using an Armature in Blender.<\/i><\/p><\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"object-size\"><\/span>Object Size<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>For Roblox content creation, objects should be made <em>at-scale<\/em> in Blender, that is, the size they need to be in Roblox. As both applications use the same underlying <a href=\"https:\/\/www.katsbits.com\/codex\/units\/\">units of measurement<\/a>, models should appear the same size\/scale in Roblox Studio as they do in Blender &#8211; a 1 x 1 x 1 cube should be the same size regardless. While <a href=\"https:\/\/www.katsbits.com\/codex\/roblox-grid-blender\/\">Blenders grid and Unit properties can be tailored to Roblox<\/a>, the defaults function just as readily for proper scaling. Alternatively, for more accuracy, or for a better fit, reference objects can be exported from Roblox and imported into Blender for scaling, either a <strong>Part<\/strong> that&#8217;s a defined size (e.g. 1 x 1 x 1 block), or an <strong>R6<\/strong> or <strong>R15<\/strong> character base (mesh export only).<\/p>\n<blockquote><p><strong>Design note<\/strong>: the default character used in-game is based on either the <strong>Mesh Avatar (2012)<\/strong> or <strong>Mesh Avatar (2016)<\/strong>, so these should be used for general scaling unless there is a specific need or experience content is being made for. To do this, from the <strong>Home<\/strong> or <strong>Avatar<\/strong> tab, click on the <strong>Character<\/strong>icon. In the <strong>Generate Rig<\/strong> popup set the <strong>Rig Type<\/strong>, <strong>Body Shape<\/strong>, then click an available &#8216;<strong>Avatar<\/strong>&#8216; option below &#8211; <strong>My Avatar<\/strong>, <strong>Skinned Avatar<\/strong>, etc. Once in the scene, from the Explorer, right-click the instance and select <strong>Save\/Export \u00bb Export as OBJ\/Export as glTF<\/strong>. The same process can be done for <strong>Part<\/strong> objects (meshes).<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-character-reference.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-character-reference.jpg\" alt=\"Roblox base character export\" width=\"1280px\" height=\"720px\" border=\"0\" \/><\/a><br \/>\n<i>Exporting a base character from Roblox to use as a size\/scale reference in Blender.<\/i><\/p><\/blockquote>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":10517,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,1072,230],"tags":[622,725,72,203,801,802,79,912,1074,1075,208,286,393],"class_list":["post-10511","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-roblox","category-tutorials","tag-animation","tag-armature","tag-export","tag-fbx","tag-glb","tag-gltf","tag-import","tag-obj","tag-roblox","tag-roblox-studio","tag-scale","tag-units","tag-units-of-measurement"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10511","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=10511"}],"version-history":[{"count":24,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10511\/revisions"}],"predecessor-version":[{"id":10536,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10511\/revisions\/10536"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/10517"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=10511"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=10511"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=10511"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}