Export started Selected nodes full path |pPlane1 DAG: full name= type=kWorld DAG: relevant name= type=kWorld Exporting nodes pPlane1 Total meshes: 1 No camera defined Total lights: 0 Exporting materials StingrayPBS1 kPluginHardwareShader Stingray shader Total: 1 Export animation groups GLTFExporter | Exportation started GLTFExporter | Exporting nodes GLTFExporter | ExportNode pPlane1 GLTFExporter.Node | Add pPlane1 as root node to scene GLTFExporter | Exporting meshes GLTFExporter.Mesh | Export mesh named: pPlane1 GLTFExporter.Mesh | Mesh from babylon GLTFExporter.Mesh | nbVertices=121 GLTFExporter.Mesh | hasUV=True GLTFExporter.Mesh | hasUV2=False GLTFExporter.Mesh | hasColor=False GLTFExporter.Mesh | hasBones=False GLTFExporter.Mesh | hasBonesExtra=False GLTFExporter.Mesh | hasMetadata=False GLTFExporter.Mesh | hasNormals=True GLTFExporter.Mesh | Init glTF GLTFExporter.Mesh | glTF primitives GLTFExporter.Mesh | Material GLTFExporter.Mesh | Geometry GLTFExporter | Exporting skins, lights and cameras GLTFExporter | ExportNode pPlane1 of Type BabylonExport.Entities.BabylonMesh GLTFExporter.AbstractMesh | Export abstract mesh named: pPlane1 GLTFExporter | Exporting materials GLTFExporter.Material | Export material named: StingrayPBS1 GLTFExporter.Material | create gltfMaterial GLTFExporter.Material | create gltfPbrMetallicRoughness GLTFExporter | Nb materials exported: 1 GLTFExporter | Exporting Animations GLTFExporter.Animation | No AnimationGroups: exporting all animations together. GLTFExporter.Animation | Export animations of node named: pPlane1 GLTFExporter | Saving to output file Export done in 0.42s