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Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.

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blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill export-pipeline --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/export-pipeline

Context preview

The summary Claude sees to decide when to auto-load this skill.

Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.

SKILL.md

export-pipeline.SKILL.md
name: export-pipeline
description: Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: export, FBX, GLTF, GLB, OBJ, USD, Alembic, Unity, Unreal, game engine import
  related-skills: asset-optimization, blender-modeler, materials

Export Pipeline

Verified, engine-ready exports. Correct scale, axis, pivots, and data.

When to Use

  • Final asset delivery
  • Engine import preparation
  • Animation/rig export
  • Batch export of modular kits

Pre-Export Gate

**Required:** asset-optimization validation PASS before export.

Workflow

Validation PASS → Export Settings → Test Export → Engine Verify
    → Fix Issues → Final Export → Documentation

Format Selection

| Format | Best For | |--------|----------| | FBX | Unreal, Unity (legacy), animation | | GLTF/GLB | Web, Godot, modern Unity | | OBJ | Static mesh interchange (no rig) | | USD | Pipelines, VFX, multi-asset | | Alembic | VFX caches, sculpt animation |

FBX Settings (Game Default)

Scale: 1.0
Apply Scalings: FBX All
Forward: -Z Forward
Up: Y Up
Apply Unit: ON
Mesh: ON
Armature: ON (if rigged)
Bake Animation: ON (if animated)
Path Mode: Copy (embed textures)

GLTF Settings

Format: GLB (single file) or GLTF Separate
Include: Selected Objects
Transform: +Y Up
Compression: Draco (if supported by engine)

Export Verification Matrix

| Check | Method | |-------|--------| | Scale | Measure known dimension in engine | | Pivot | Verify floor contact / grip point | | Forward axis | Compare to engine convention | | Normals | Check shading in engine | | Materials | Verify slot count and textures | | Animation | Play action in engine | | Collision | Import COL_ mesh separately |

Engine-Specific Notes

Unreal Engine

  • Scale 1.0 = 1cm in UE (confirm project; may need 0.01 export scale)
  • Import normals and tangents
  • Separate collision mesh import
  • LOD naming for auto-LOD: `SM_Asset_LOD0`

Unity

  • Scale 1.0 typically correct
  • GLTF preferred for modern pipelines
  • Humanoid rig mapping for characters

Godot

  • GLTF/GLB preferred
  • +Y up default

Collision Export

1. Export render mesh separately from collision
2. Collision: simple convex or box
3. Name: SM_Asset_COL
4. No materials on collision mesh
5. Apply transforms before export

Animation Export

  • Single action per export file (or document action list)
  • Sample rate: 30fps default
  • Bake constraints before export
  • Include armature + skinned mesh in same file
  • No unapplied scale on rig

Batch Export (Modular Kits)

1. Select COL_Export collection
2. Export each module OR combined atlas per project spec
3. Maintain consistent origin per module type
4. Document grid snap points in README

MCP Integration

1. Select export collection via MCP 2. Configure export settings via MCP 3. Execute export via MCP 4. Verify output file exists 5. Log export settings in delivery documentation

Delivery Documentation Template

## Export Package: [Asset Name]

**Format:** FBX / GLTF
**Scale:** 1 Blender unit = 1 meter
**Forward:** -Y / +X (document actual)
**Files:**
- SM_Asset.fbx
- T_Asset_BC.png, T_Asset_N.png, ...

**Import Notes:**
- [Engine-specific steps]

**Validation:** PASS — [date]

Constraints

MUST DO

  • Pass asset-optimization before export
  • Apply transforms on export objects
  • Test import in target engine
  • Document scale and axis conventions
  • Export collision separately for games

MUST NOT DO

  • Export with unapplied scale
  • Export without validation
  • Mix collision and render in same export without documentation
  • Assume default FBX settings work for all engines
  • Export all modifiers without testing engine result

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Engine import | `references/engine-import.md` | First import test | | Validation | `../references/validation-checklist.md` | Pre-export gate |

Read more
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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