Coming soon
Import any design from Figma to Blender
Every layer separate. Text still editable. Ready to animate.
Stop rebuilding interfaces by hand. Export a Figma frame, bring it into Blender as separate objects, keep supported text editable, and start animating.
Built for Blender
Your Figma design, already split up and ready to animate.
Bring the interface across as useful Blender objects instead of rebuilding the screen from scratch.
50% launch discount
Get 50% off Figma to Blender.
$29.99 → $14.99 · Works until August 30 :)
youwereearlyPerformance test
Tested on a real, heavy Figma frame.
3.2 sec
Import time
1,178
Objects
274
Editable text objects
7K × 40K
Tested frame · px
The workflow
Select in Figma. Export a ZIP. Import it in Blender.
The current release keeps the transfer simple and deterministic. No live sync running in the background.
01
Select in Figma
Choose one frame, component or layer and open Blender UI Exporter.
02
Choose quality and text mode
Set the export scale, check sharpness, then choose Editable or Images for text.
03
Import in Blender
Open the ZIP with Figma UI Import. Blender rebuilds the hierarchy, materials, text and image planes in its own collection.
Shadow control
Remove unwanted shadows in one click.
Select the UI elements you want and switch their shadow behavior on or off. The comparison below shows the same UI with shadows enabled and disabled.
Select text
Grab the editable labels inside one part of the interface.
Select an imported parent and use Select Text in Selection. The add-on walks through its children, finds Blender FONT objects and selects those text objects for you.
From Figma
Export the frame without flattening everything around it.
The exporter reads the hierarchy, text, transforms, clipping, transparency and paint order first. It only rasterizes the parts that are safer as pixels.
Blender UI Exporter
Under the hood
The annoying edge cases are the part that matters.
The importer is useful because it handles the details that normally turn a quick UI shot into a manual rebuild.
Editable text with fallback
Normal typography stays live. Unsupported styling can rasterize one text layer without flattening the rest of the frame.
Font matching
The Figma plugin scans local font files and matches family, style, weight and italic state from font metadata.
Hierarchy preserved
Parent and child relationships are rebuilt so related parts of the UI can move together in Blender.
Overlap-aware Z depth
Only layers that visually overlap get the extra depth they need to keep Figma paint order.
Masks and clipping
Masked or clipped areas can flatten where needed without automatically flattening unrelated sibling layers.
Thin separators
Current builds include a fallback for 1 px style dividers that Figma can otherwise rasterize as transparent.
Packed assets
Imported images and fallback fonts can be packed into the .blend before temporary extraction files are removed.
Local export
The design and selected font files are processed locally. The export does not depend on a remote conversion server.
Documentation
How the current release actually works.
The short version is above. This is the part for anyone who wants the details before installing it.
How it works
From one Figma selection to a usable Blender hierarchy.
Blender UI Exporter starts with the frame, component or layer you selected in Figma. It reads the child hierarchy, dimensions, rendered bounds, transforms, text, font requirements, clipping, transparency and paint order before it decides how each part should travel.
Simple visual layers can become separate image planes. Structural containers can stay in the hierarchy without needing their own bitmap. Supported text carries the data needed for live Blender typography, while masks, boolean results and complicated text are rasterized only where that is the safer match.
Figma UI Import reads the ZIP in Blender, rebuilds the collection, restores transforms and parenting, works out the Z separation, creates the UI materials and packs imported assets. The result is already split into useful objects instead of one screenshot you still have to rebuild.
Before you start
A pretty small setup for a fairly deep import.
The current workflow is intentionally boring: install both sides, select one root, export the ZIP, import it.
You need
- A Figma Design file
- Blender UI Exporter in Figma
- Figma UI Import in Blender
- Blender — tested on 3.6 and 5.0
- The correct font files if you want editable text
The workflow handles
- Separate image planes and structural Empty objects
- Editable Blender text where the match is reliable
- Raster fallbacks for unsupported text and geometry
- Parent and child hierarchy
- Overlap-aware Z separation
- UI materials, transparency and packed assets
Compatibility
Tested on Blender 3.6 and 5.0.
The current build was tested manually in both versions, including import, editable text selection, separate UI shaders, EEVEE render modes and shadow control.
| Environment | Status | Notes |
|---|---|---|
| Blender 3.6 | Supported | Manually tested on the current build. |
| Blender 5.0 | Supported | Manually tested on the current build. |
| EEVEE | Supported | Dithered and Blended controls tested. |
| Cycles | Supported | Shadow control tested. |
Editable text
Editable when Blender can match it. Pixels when it cannot.
Editable mode checks each text layer on its own. Supported text can keep its content, font, size, alignment, line height, letter spacing, text case, rotation and multiline layout as real Blender text.
If a layer uses a stroke, blur, shadow, mixed styles, clipping, skew, mirror or another feature that Blender text cannot reproduce reliably, that layer uses its raster fallback instead. The rest of the interface is unaffected.
The importer also reads OpenType kerning through the bundled fontTools package, then adds the letter spacing stored by Figma. You do not need a separate kerning add-on.
Current workflow
ZIP export and import, not live sync.
The current release does not include Push to Blender, Smart Reimport, two-way editing or automatic updates after every Figma change. A new import creates a new collection instead of trying to merge changes into the previous hierarchy.
Troubleshooting
Start with what looks wrong.
Most problems come down to selection, fonts, text fidelity, transparency or scale.
Check that a frame, component or layer is selected. In Editable mode, also check whether a required font style is still unresolved. If you do not need live text, switch Text to Images.
Choose or rescan your local font folder, attach the correct style manually, use Find font online, or switch the export to Images.
Check that Blender is using the exact font file and keep Use Font Kerning enabled. If the shot needs exact pixels more than editability, import the same ZIP with Pixel Perfect Text.
That is usually the intended fallback. Strokes, blur, shadows, mixed styles, clipping, skew, mirror and several other text features can make live Blender text less accurate than the raster version.
Current imports enable Transparent Shadows when Blender exposes that option. In Cycles, you can also use Cycles Shadow Control to disable Shadow, Diffuse and Volume Scatter for the selected UI objects.
Increase Z Offset Per Overlap Layer from the default 0.01 in the Blender import options.
FAQ
The questions that matter before you install it.
Short answers, based on the current release.
No. Useful UI elements stay separate where that is reliable, hierarchy is preserved, and supported text can stay editable. Complex areas rasterize only when that gives a more accurate result.
Supported text does. If one layer uses styling Blender text cannot reproduce well, only that layer needs to use its image fallback.
Yes. Rotation alone does not force a raster fallback.
No. Figma UI Import reads OpenType kerning itself with the bundled fontTools package.
Not necessarily. Matched font files can travel inside the ZIP, and Blender can pack the fallback font into the .blend when it uses it.
The current export does not use an external conversion server. The selected design and chosen font files are processed locally and the ZIP is built locally.
Yes. Blender UI Exporter supports 1x to 8x scale, shows the resulting dimensions, recommends a scale and includes a sharpness preview.
Yes, through selective raster composites and recreated clipping ancestors where needed. Unrelated sibling layers do not have to flatten with them.
No. The current release uses ZIP export and ZIP import. There is no live sync or Smart Reimport.
The current build has been tested manually on Blender 3.6 and Blender 5.0. We are not claiming every version in between until it has been checked directly.