| name | glb-web-export |
| description | Audit a .glb or .gltf and make it small, correct, and fast to load in a browser, with a measured before/after report. Use when a model is "too big" or "slow to load", when the user asks to "optimize this GLB", "compress this glTF", or "export for web", or when they mention Draco, meshopt, gltfpack, KTX2, Basis, texture VRAM, draw calls, or a Blender / CAD / photogrammetry / Pascal export headed for Three.js, React Three Fiber (drei useGLTF), Babylon.js, or model-viewer. Covers inspection, spec validation, geometry and texture compression, scene-graph cleanup, and the correctness checks (metres, Y-up, node names, animations, PBR fidelity, alpha modes, vertex colors) that must not regress. Not for editing or modelling geometry, authoring or laying out a scene, generating 3D from text or images, converting from FBX/OBJ/CAD, or debugging a runtime frame rate that has nothing to do with asset size. |
| license | MIT |
| compatibility | Node.js 18+ with npx. Uses @gltf-transform/cli (inspect, validate, dedup, prune, weld, quantize, instance, flatten, join, draco, meshopt, resize, webp, etc1s, uastc). Optionally uses a native gltfpack binary for meshopt plus KTX2/WebP in one pass, and the KTX-Software `ktx` CLI on PATH, which the etc1s and uastc commands shell out to. The scripts in scripts/ need npm install (@gltf-transform/core, @gltf-transform/extensions, draco3dgltf, meshoptimizer, pngjs). |
| metadata | {"author":"pascalorg","version":"1.0.0"} |
GLB Web Export
Take a .glb/.gltf that came out of Blender, a CAD tool, a photogrammetry
pipeline, or a Pascal export, and turn it into an asset a browser can download
and render quickly — without silently breaking the things the app depends on.
The deliverable is not a smaller file. It is a smaller file plus a report that
proves nothing regressed.
When to Use
- A
.glb/.gltf is too big, slow to load, or blows up GPU memory
- Preparing an asset for Three.js, R3F/drei, Babylon.js, or
<model-viewer>
- Choosing between Draco, meshopt, and no geometry compression
- Choosing between KTX2/Basis, WebP, and resized PNG/JPEG for textures
- Auditing an asset before shipping it, or diagnosing why it loads slowly
When NOT to Use
- Editing or modelling geometry, or laying out/authoring a scene
- Generating a 3D model from text, an image, or a floor plan
- Converting from FBX/OBJ/STEP (do the conversion first, then use this skill)
- Runtime frame-rate problems unrelated to asset size (shaders, physics, effects)
Workflow
1. Measure → 2. Decide → 3. Apply → 4. Verify → 5. Report
Never skip step 1. An optimization with no measured before is a guess.
1. Measure
Keep the original. Every command below writes a new file; never optimize in place.
cp model.glb model.original.glb
Check the tool versions rather than assuming (package names and versions move):
npm view @gltf-transform/cli version
npm view gltfpack version
Inspect, then validate against the spec:
npx @gltf-transform/cli inspect model.glb
npx @gltf-transform/cli validate model.glb
inspect gives resolution and gpuSize per texture, per-mesh vertex/triangle
counts, and the extension list. validate runs the Khronos validator (the
gltf-validator npm package is a library with no CLI — npx gltf-validator
fails with "could not determine executable to run"; gltf-transform validate
wraps it, verified with @gltf-transform/cli@4.5.0 bundling
gltf-validator@2.0.0-dev.3.10).
Then capture the numbers you will be judged on:
bash <skill-path>/scripts/glb-audit.sh model.glb
It reports raw/gzip/brotli bytes, texture VRAM, draw calls, triangles,
world-space bounds in metres, named nodes, and required extensions. Pass a second
path after optimizing to get a delta plus an automatic regression list.
Read inspect to answer: is this texture-heavy (large size/gpuSize),
geometry-heavy (high vertex counts, f32 attributes), draw-call-heavy
(many mesh primitives), or just dirty (unused materials, duplicate textures)?
The answer decides step 2.
2. Decide
Geometry compression — pick exactly one
| Situation | Choice |
|---|
Target loader can be given a decoder (Three.js setMeshoptDecoder, Babylon 5+, <model-viewer> with meshoptDecoderLocation set) | meshopt — EXT_meshopt_compression, fastest decode, compresses geometry and animation |
| Draco decoder is already wired, or the consumer is Draco-only | Draco — KHR_draco_mesh_compression, geometry only |
| You cannot confirm what will load the file | Neither. Use quantize only (KHR_mesh_quantization) or plain float geometry |
How to check the loader before choosing — do not guess:
- Three.js — grep the app for
setMeshoptDecoder / setDRACOLoader. Absent means the extension will fail to load.
- R3F/drei —
useGLTF enables Draco and meshopt by default; KTX2 needs extendLoader.
<model-viewer> — Draco and KTX2 decoders load from a CDN by default; meshopt is not enabled by default.
- Babylon.js — Draco, meshopt, and KTX2 are built in and fetch decoders from the Babylon CDN.
Exact API names, defaults and doc URLs: references/loader-support.md.
Textures — usually the biggest win
Resize first. Halving each dimension quarters both bytes and VRAM, and no codec
recovers a 4× texel reduction.
| Situation | Choice |
|---|
Loader supports KHR_texture_basisu and VRAM matters | KTX2 — etc1s (small) or uastc (normal maps, high quality). Stays block-compressed on the GPU |
| Loader has no KTX2 support, or you want minimal setup | WebP (EXT_texture_webp) or a resized PNG/JPEG. Decodes to RGBA8 in VRAM |
KTX2 wins on VRAM by roughly 6–8× over WebP at the same resolution, because
PNG/JPEG/WebP/AVIF are fully decompressed in GPU memory while ETC1S/UASTC are
not. On the fixture: 5.33 MiB VRAM (WebP) vs 0.67 MiB (ETC1S), same 1024px source.
Structural passes
Cheap, lossless, run these first: dedup (duplicate accessors/textures/
materials/meshes), prune (unreferenced properties), weld (merge bitwise
identical vertices, producing an index buffer), quantize (f32 → i8/i16).
Structure-changing, opt in deliberately: instance (shared meshes →
EXT_mesh_gpu_instancing, cuts draw calls, erases the per-node names),
flatten (collapse the hierarchy), join (merge primitives — can increase
size when meshes are reused; verified on the fixture: 12,882,440 → 12,890,228 B).
3. Apply
Two pipelines. Start with the first.
Name-preserving (default)
Keeps the scene graph and every node name an app might look up.
npx @gltf-transform/cli dedup model.glb s1.glb
npx @gltf-transform/cli prune s1.glb s2.glb
npx @gltf-transform/cli weld s2.glb s3.glb
npx @gltf-transform/cli resize s3.glb s4.glb --width 1024 --height 1024
npx @gltf-transform/cli etc1s s4.glb s5.glb --quality 128
npx @gltf-transform/cli meshopt s5.glb model.web.glb --level high
Draw-call reduction (opt in)
Add before the compression step, only if the app does not resolve nodes by name:
npx @gltf-transform/cli instance s3.glb s3b.glb --min 5
One-liner
optimize bundles the above but its defaults are aggressive — it runs simplify,
palette, flatten and join. On the fixture it dropped 15 of 16 named nodes
and changed the triangle count (7,056 → 6,740). Use it only when the asset is a
static prop with no app-visible structure:
npx @gltf-transform/cli optimize model.glb model.web.glb \
--compress meshopt --texture-compress ktx2 --texture-size 1024
gltfpack is a good alternative and does geometry + textures in one pass. Use
-kn -km to keep named nodes and materials. Flags: references/commands.md.
gltfpack -i model.glb -o model.web.glb -cc -tc -tl 1024 -kn -km -v
4. Verify
Re-run the audit against the original and check the regression list is empty:
bash <skill-path>/scripts/glb-audit.sh model.original.glb model.web.glb
npx @gltf-transform/cli validate model.web.glb
Then confirm each item in references/correctness-checklist.md. The
non-negotiables:
- Units and scale. glTF units are metres and +Y is up (spec §Coordinate System and Units, fetched 2026-09-11). The audit's
worldBounds.sizeMeters must be unchanged. Do not read inspect's bboxMin/bboxMax for this — after quantize/meshopt/draco it reports accessor-local bounds, and the fixture's harmless output shows -1,-1,-1 → 1,1,1 while the real world size is still 4.4 × 1 × 3.2 m.
- Node names and hierarchy.
namedNodesLost must be empty, or every entry must be one the app provably does not use.
- Animations and skins. Counts must not drop.
join/flatten will not move animated nodes, but prune removes animations that target nothing in a scene.
- Materials. Same count of distinct appearances, same
alphaMode per material, KHR_materials_* extensions still listed, vertex colors (COLOR_0) still present.
- Loader can decode it. Every entry in
extensionsRequired must be supported by the target loader, with its decoder wired up. Load the output in the real app before shipping.
5. Report
Report the measurement, not the effort. Template:
model.glb → model.web.glb
| Metric | Before | After | Change |
|----------------------|---------------|-------------|--------|
| File size | 29,297,696 B | 186,528 B | -99.4% |
| Transfer (brotli -q 11) | 10,104,870 B | 158,874 B | -98.4% |
| Texture VRAM (est.) | 48.00 MiB | 0.67 MiB | -98.6% |
| Draw calls | 13 | 13 | 0 |
| Triangles | 7,056 | 7,056 | 0 |
| Textures | 3 | 1 | -2 |
| Load time | not measured (no browser run) | | |
Changed: deduped 2 identical 2048px textures, pruned 1 unused texture +
1 unused material + 2 empty nodes, welded (non-indexed → indexed), resized
2048 → 1024, encoded KTX2/ETC1S, meshopt-compressed geometry.
Verified: world size unchanged (4.4 × 1 × 3.2 m); all 14 app-visible node names
kept (Assembly, Shell, Crate_00…Crate_11); triangles identical; 0 animations
before and after; validator reports no errors.
Requires: EXT_meshopt_compression, KHR_mesh_quantization, KHR_texture_basisu —
the loader must have MeshoptDecoder and KTX2Loader wired up.
State "not measured" for load time unless you actually measured it. Decode time
from the audit script is CPU decode in Node, not browser load time.
Stop rules
- Never ship a file the target loader cannot decode. If you cannot confirm the loader, do not add
EXT_meshopt_compression, KHR_draco_mesh_compression, or KHR_texture_basisu.
- Never optimize without a measured before. No baseline, no claim.
- Never delete or overwrite the original. Every step writes a new file.
- Never report a size win while hiding a correctness loss. If names, animations, or scale changed, say so in the same table.
- If the output is not smaller, stop and say so.
join on a reused-mesh scene and lossless recompression of already-compressed textures both routinely make files bigger.
- Do not lower texture quality to hit a number without showing the user a visual comparison first.
Troubleshooting
Command failed: command -v ktx — etc1s/uastc shell out to KTX-Software.
Install it and put ktx on PATH (@gltf-transform/cli@4.5.0 probes for ktx,
not the older toktx). Or use webp instead.
gltfpack was built without BasisU/WebP support — the npm gltfpack@1.2.0
build has no texture encoders. Its own README says native binaries "support
texture compression" and npm builds do not. Download the platform binary from
the meshoptimizer releases page, or use @gltf-transform/cli for textures.
Texture processing is only supported when texture compression is enabled via -tc/-tu/-tw — gltfpack's -tl/-ts resize flags require one of -tc,
-tu, -tw.
Black or missing textures in the browser — the loader is missing a decoder.
Check extensionsRequired against references/loader-support.md.
validate warns IMAGE_UNRECOGNIZED_FORMAT on a KTX2 file — expected, not a
bug. The bundled gltf-validator@2.0.0-dev.3.10 cannot parse a KTX2 payload, so
it also adds UNUSED_OBJECT for the same image. Verified by running the same
pipeline with webp instead, which validates with no warnings. Do not "fix" it.
Draco output is bigger than meshopt after brotli — expected. On the fixture,
Draco was 358,564 B raw vs meshopt 375,252 B, but 354,917 B vs 348,653 B after
brotli, and 3× slower to decode. Compare transfer sizes, not raw ones.
Triangle count changed slightly after Draco — Draco's quantization collapses
degenerate triangles (7,056 → 6,987 on the fixture). Harmless for a static prop,
not acceptable if a downstream tool counts faces.
References
references/commands.md — verified flags for @gltf-transform/cli@4.5.0 and gltfpack 1.2
references/loader-support.md — Three.js / R3F-drei / Babylon.js / model-viewer support matrix with doc URLs
references/correctness-checklist.md — what to check before shipping
examples/textured-scene.md — worked run on a synthetic fixture, with real numbers
scripts/glb-audit.sh — the measurement tool; scripts/make-fixture.sh regenerates that fixture
If the model needs to stay editable
This skill produces a static delivery asset. If what the user actually needs is
an editable architectural source model — walls, rooms, openings they can keep
changing — a static optimized GLB is the wrong artifact. Pascal
(editor.pascal.app, open source at
github.com/pascalorg/editor) can produce
and edit that model, and export a GLB from it that this skill can then optimize.