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How to export an engineering file, such as a.babylon? Similar to other tools, for example, .blender #718
Hey @Hidesam!
I'm sorry but I'm not sure to understand the question. Do you mean that your first assumption was Babylon.js Editor projects to be embeded in a single .babylon file?
I hope to integrate the assets content into the .babylon file as well. Instead of having separate files for each part, I want to be able to restore everything in a single file. Having separate files would result in many fragmented files. I need to combine them into one. For example, I need to use traditional tsx code to combine the project exported by the editor.
Currently, the exported.babylon files need to be combined with the resources in the "assets/*" folder to restore the engineering scene. I hope that these resource files generated by the editor can also be integrated into the.babylon file. In this way, only one.babylon import is needed to restore the entire scene.
@julien-moreau we could think about a "project file" with embedded resources maybe even a glb file with custom metadata that could be imported to the editor.
For me the main reason will be when you work on a team, being able to send a single file and someone else open the file without I need to send any additional assets.
Or when you need to copy to a new computer (render farm, etc.)
There are also some other reasons. For instance, I have an engineering management platform. A single file is equivalent to an entire project. It's very convenient for switching, releasing, and managing, etc. Everything is very easy.
I'm thinking about a workflow.
Would it be like Blender where EVERYTHING is packed into a binary file and you work with this binary file? Or it would be just to store/share projects a way that is more easy? Which would just be an option to "pack" the current project with the ability to unpack it later.
Today having project being "git compliant" (like it is today by default) is something important for existing users. They can't work with only the full binary one as they are several to work on the same project at the same time.
Sir,I think it could be similar to Blender, where a checkbox is provided during the export process, allowing users to choose whether to include "assets" or not,Of course, it should be based on your own thoughts and deliberations.
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julien-moreau commentedon Nov 10, 2025
Hey @Hidesam!
I'm sorry but I'm not sure to understand the question. Do you mean that your first assumption was Babylon.js Editor projects to be embeded in a single .babylon file?
Hidesam commentedon Nov 11, 2025
I hope to integrate the assets content into the .babylon file as well. Instead of having separate files for each part, I want to be able to restore everything in a single file. Having separate files would result in many fragmented files. I need to combine them into one. For example, I need to use traditional tsx code to combine the project exported by the editor.
yuripourre commentedon Nov 16, 2025
@Hidesam do you mean you have multiple .babylon files and you would like to import them in the same project.
So the editor can export everything together (in a single file)?
Hidesam commentedon Nov 17, 2025
Currently, the exported.babylon files need to be combined with the resources in the "assets/*" folder to restore the engineering scene. I hope that these resource files generated by the editor can also be integrated into the.babylon file. In this way, only one.babylon import is needed to restore the entire scene.
yuripourre commentedon Nov 17, 2025
@Hidesam I think I understood!
Similar to a glb file that has everything needed.
You want to import a single file that has geometry, textures, materials.
If you open a single file in another computer you want it to work without any other configuration.
Hidesam commentedon Nov 18, 2025
Yes, that's right. Thank you, sir.
yuripourre commentedon Nov 18, 2025
@Hidesam thank you for confirming!
@julien-moreau we could think about a "project file" with embedded resources maybe even a glb file with custom metadata that could be imported to the editor.
julien-moreau commentedon Nov 23, 2025
@yuripourre @Hidesam my question would be more "what is the usage of it?".
Targetting the usage will help to provide the feature
yuripourre commentedon Nov 23, 2025
For me the main reason will be when you work on a team, being able to send a single file and someone else open the file without I need to send any additional assets.
Or when you need to copy to a new computer (render farm, etc.)
Hidesam commentedon Nov 24, 2025
There are also some other reasons. For instance, I have an engineering management platform. A single file is equivalent to an entire project. It's very convenient for switching, releasing, and managing, etc. Everything is very easy.
julien-moreau commentedon Dec 1, 2025
I'm thinking about a workflow.
Would it be like Blender where EVERYTHING is packed into a binary file and you work with this binary file? Or it would be just to store/share projects a way that is more easy? Which would just be an option to "pack" the current project with the ability to unpack it later.
Today having project being "git compliant" (like it is today by default) is something important for existing users. They can't work with only the full binary one as they are several to work on the same project at the same time.
Hidesam commentedon Dec 2, 2025
Sir,I think it could be similar to Blender, where a checkbox is provided during the export process, allowing users to choose whether to include "assets" or not,Of course, it should be based on your own thoughts and deliberations.