Currently, Plasticity only exports meshes as OBJ files. This format lacks two key features for modern 3D work: - It flattens all parent-child hierarchies into one list of meshes. - It bakes all transforms and hence resets every object's origin to the world center. This creates extra work for pipelines in game development, animation, and real-time visualization, where keeping object structure and pivot points is essential. The GLTF format is a modern, open standard that supports full scene description but more importantly for a tool like plasticity it allows for preserving object hierarchies and exporting per object transforms individual origins for objects. It's natively supported in all major game engines (Unreal, Unity, Godot) and 3D tools (Blender, Maya, Substance). Having this as an export option would make moving assets from Plasticity into a game engine or scene assembly tool a direct, one-step process. It would eliminate the tedious manual step of rebuilding hierarchies and repositioning pivots in another program. Implementation could be less costly than other standards as GLTF's open standard has very complete documentation and has many established open-source libraries. An implementation exporting geometry, transforms, and hierarchy would be a huge workflow improvement over the current OBJ export for structured scenes.