analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill export-pipeline --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill export-pipeline -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill export-pipeline -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill export-pipeline -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill export-pipeline -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill export-pipeline -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill export-pipeline -a windsurf -y
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
Verified, engine-ready exports. Correct scale, axis, pivots, and data.
**Required:** asset-optimization validation PASS before export.
Validation PASS → Export Settings → Test Export → Engine Verify
→ Fix Issues → Final Export → Documentation| 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 |
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)
Format: GLB (single file) or GLTF Separate Include: Selected Objects Transform: +Y Up Compression: Draco (if supported by engine)
| 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 |
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
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
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
## 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]
| Topic | Reference | Load When | |-------|-----------|-----------| | Engine import | `references/engine-import.md` | First import test | | Validation | `../references/validation-checklist.md` | Pre-export gate |
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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