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Prepare Scene Exports for Engine Use

This tutorial explains how to prepare a Foxel scene before exporting it for use in a game engine.

It does not cover every export setting. Instead, it focuses on scene structure: names, hierarchy, placement, and export scope.

A scene that is prepared clearly is easier to understand, easier to import, and more predictable later.

Why Scene Preparation Matters

A scene can export successfully and still be awkward to use in another tool.

This usually happens when the structure going into the export is unclear.

Clean exports usually start with clean scene structure.

Before exporting, check whether the scene still makes sense outside Foxel:

  • Are important objects named clearly?
  • Is the hierarchy readable?
  • Is the export scope intentional?
  • Are objects positioned and oriented correctly?
  • Will the result be understandable after import?

Start With Clear Names

Before exporting, make sure important objects have clear names.

Clear names make the exported result easier to understand, especially when you open the asset in another tool or import it into a game engine.

Avoid vague names when possible.

Instead of names like:

  • Object_01
  • Layer_03
  • Group_2

Use names that describe what the object represents:

  • Wall_Corner
  • Crate_Wood
  • Door_Frame
  • Roof_Module_A

The exact naming style is up to you.

The important point is that the exported result should still make sense outside Foxel.

Clean The Hierarchy

Before exporting, check the scene hierarchy.

If the hierarchy is messy, the exported result can become harder to interpret later.

Look for objects that are:

  • Misplaced
  • Grouped incorrectly
  • No longer needed
  • Named too vaguely
  • Left over from testing or construction

You do not need to over-organize the scene.

The hierarchy should simply reflect the structure you want to work with after export.

For example, a modular building piece may need a clear group structure, while a simple prop may only need a few well-named objects.

Decide The Export Scope

Think about what the export is supposed to represent.

For example, you might want to export:

  • One finished prop
  • Several modular pieces
  • A scene chunk
  • Only selected objects
  • A test version of the asset

This matters because a scene can contain more than what should actually be exported.

Before exporting, decide whether the result should include the entire scene or only a smaller part of it.

Use Export when the open asset is the intended output.

Use Export Selection when only selected objects should be written to the export file.

Check Transforms And Placement

Before export, make sure the scene content is in the intended position and orientation.

Check whether objects should stay together as one result or remain separated into individual parts.

Also check whether the placement makes sense for the target use case.

For example:

  • A prop should usually import with a predictable origin and orientation.
  • A modular wall piece should align cleanly with other modules.
  • A scene chunk should be positioned consistently with the rest of the environment.
  • Animated objects should keep a structure that makes sense for animation playback or further editing.

Small placement issues can become more annoying after the asset has already been imported into an engine.

Keep The Export Intentional

The key question is:

What should the exported result actually be?

Once that is clear, the rest of the preparation becomes easier.

Use the export goal to decide:

  • Which objects should be included
  • Which objects should be excluded
  • How objects should be named
  • Whether the hierarchy needs cleanup
  • Whether the result should be a full asset or a selected part
  • Whether placement and orientation are ready for the target engine

What To Remember

  • Clean exports start with clean scene structure.
  • Clear object names make exported results easier to understand.
  • A clean hierarchy makes exported files easier to interpret.
  • Decide what the export is supposed to represent.
  • Export only the scope you actually intend to use.
  • Check placement, orientation, and transforms before exporting.
  • Use Export Selection when only part of the scene should be exported.