# Blender and model import 1. Check the model's scale, armature, deformations and animation names. 2. Export **glTF 2.0 → GLB** so geometry and textures travel in one file. 3. Include skinning and the desired animation actions/NLA tracks in the export settings. 4. Use **Импорт GLB** in Forma or drag the file into the editor. Import errors appear in the console. 5. Preview imported animation clips from the animation component. Choose clip names in your project scripts. 6. Add colliders and rigid-body or character components as needed. A model with feet at `y = 0` often needs an upward collider offset. 7. Attach a behaviour to add movement or other interactions. A model alone does not provide game logic. Forma imports glTF PBR materials, model textures, skeletons and animation clips. Blender procedural materials and geometry-node workflows do not transfer directly; bake or apply them before export. Self-contained `.gltf` files with data URIs are supported. External `.bin` and texture file sets are not assembled by the editor; GLB is the simplest portable path. Draco, Meshopt and KTX2-compressed assets are rejected by the current importer to avoid external decoder requirements. Blender MCP is optional and is not installed by this repository. Forma's `arena` and `character` generators create editable hierarchies; `extrude`, `lathe` and `mesh_create` provide geometry tools without Blender. The compound character generator does not create a rig, and no neural text-to-3D model is bundled.