Dev log

Export straight to Blender

There’s a second export option now: Export for Blender. Roblox export is unchanged — this sits next to it.

The difference is orientation. The Roblox export turns your pet around by 180° on the way out, because that’s what Roblox Studio expects once it’s assembled. Blender doesn’t need that, so the Blender file opens facing the same way your pet faces in the app. Materials and anything you’ve painted come along with it.

Faces don’t. A face is a Roblox image applied when the pet is assembled, not part of the mesh, so there’s nothing to put in the file. If you export a pet that has one, you get a warning naming the part it’s on, rather than finding out in Blender.

You still get the .altushka preset alongside it, so you can re-open the build in the app later either way.

The funny part: this turned out to be a subtraction. I’d assumed it needed new machinery to bake the parts into place. It didn’t — the app already knew where every piece went, and the only thing standing in the way was that 180° turn. Taking something out is my favorite kind of feature.