Blender + E-Learning Lab
From 3D Creation to Collaborative XR
The E-Learning Lab extends Blender beyond 3D content creation by giving users a direct path from a Blender project to an interactive, collaborative VR or AR experience.
Instead of creating a model in Blender and then moving into a separate game engine or development workflow, users can work with Blender embedded directly within the E-Learning Lab. When they save their work, the scene is exported in a format that can be used immediately by the E-Learning Lab.
Open an existing Blender project, or create a new scene and immediately view in an interactive, multi-user experience in both VR and AR, with grabbing, locomotion, audio and more.
From there, the same Blender content can be enhanced with interaction, multimedia, presentation tools, and multi-user capabilities—without requiring users to become XR programmers.

Workflow
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Create a new project.
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Edit in Blender. Click Edit or the Blender tab on your model and Blender opens embedded inside the E-Learning Lab. Use Blender to set up the scene, make material edits, mesh changes, custom rigging, and more. Can also just directly open a Blender project and immediately view it in multi-user XR (open the .blend save and click "Save to Project".
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Drag additional objects from the Objects bin straight into the embedded Blender window, then use Blender's translate, rotate, and scale tools to place them. They'll show up in the Scene Objects panel.

- The E-Learning Lab also provides direct hooks into content libraries such as Sketchfab and more, so users can search for and add additional models without leaving the workflow.
- Start points work the same way: drag in
START_POINT_SINGLE_start.glband position it—this is where someone will start in the scene.

- Avatars dragged in are automatically converted to be scene-ready.

- Save to Project. Click Save to Project to save the Blender scene.

- Tag objects for interactions: grabbing, visibility, AI Agent targeting, data collection, animations, and more.

- Build out the remaining slides. Switching slides switches which scene opens in Blender—for example: Introduction → 360° Context → Blender Scene → Animation → Interactive Objects → Quiz → AR Demonstration.

- Run the session in WebXR on standalone headsets, tablets and phones, desktop browsers, Apple Vision Pro, or PC VR. Multiple users can join from anywhere.

View in headsets, browsers, tablets or phones

Augmented Reality - shared experiences looking at models as holograms over the real room

Create in Blender → Save → Add Interactions → Launch in XR
Turn Blender Models Into Interactive Content
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After a Blender scene is saved into the E-Learning Lab, users can add interactive behaviors without having to build a custom application.
For example, objects can be configured to:
- Be picked up and grabbed
- Appear or disappear during a presentation
- Play animations
- Spin or perform additional animations
- Be examined collaboratively by multiple users
- Run in VR or AR
The Blender scene can also be combined with other forms of content, including:
- Audio
- Video
- Images
- 360° environments
- Avatars
- Slides and presentation content
This means a Blender project can become more than a model—it can become an interactive simulation, demonstration, virtual exhibition, or presentation.
Sharing Projects with Other Users
The E-Learning Lab includes a shared folder, making it easy to share Blender projects with one another. A project saved to the shared folder can be opened, reviewed, or built upon by other users without manually copying or transferring files.
This makes it simple to distribute a starting scene to a class, hand off a project between collaborators, or let an instructor review student work directly.
Working Outside the Embedded Blender
Using Blender embedded directly within the E-Learning Lab is the most direct workflow, since saving automatically exports the scene in a format the E-Learning Lab can use immediately.
However, this isn't a requirement. Users who prefer to work in their own standalone installation of Blender can do so, and then export the finished scene as a .glb file for import into the E-Learning Lab. This can be useful for users who want access to plugins, hardware, or workflows not available in the embedded editor (note: with this workflow you just need to add the suffix _tag to objects you want to interact with and grab).
Collaborative Multi-User Learning
One of the biggest advantages of the integration is that Blender content can become a shared space.
Multiple users can enter the same session and interact together using synchronized head-and-hand representations.
Depending on the device and session configuration, users can:
- Walk or teleport through scenes
- Use continuous navigation
- Interact using tracked hands and fingers
- Grab and manipulate objects
- Collaboratively handle the same content
- Move between scenes and presentation slides
- Participate remotely or in the same classroom
This creates new possibilities for teaching and critique.
Instead of showing a Blender project on a projector, an instructor and students can enter the project together.
For example, a class could stand inside an architectural design, walk through a museum exhibit, inspect an animated character, examine a scientific model, or collaboratively discuss the proportions of a product.
Extending Into the Broader E-Learning Lab
Because the Blender workflow is integrated with the E-Learning Lab, the same content can also connect with a larger immersive-learning ecosystem.
The broader platform includes capabilities such as:
- Drag-and-drop lesson creation
- Multi-user presentations
- Custom avatars
- 360° and standard media
- PowerPoint and PDF presentations
- Quizzes
- Instructor controls
- Augmented reality
- Eye tracking and learning analytics
- BIOPAC integration
- AI-assisted content creation and teaching tools
This creates a pathway from 3D content creation to immersive teaching, collaborative presentation, training, and research.
The Blender + E-Learning Lab integration allows students to create in Blender, click Save, add interaction and instructional content without programming, and turn their work into a collaborative VR or AR experience that can be shared across a wide range of devices.