AgentStack
SKILL verified MIT Self-run

Export Pipeline

skill-arjun988-blender-skills-export-pipeline · by arjun988

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

No reviews yet
0 installs
0 views
view→install

Install

$ agentstack add skill-arjun988-blender-skills-export-pipeline

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

Are you the author of Export Pipeline? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claim

About

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 |

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

No reviews yet — be the first.

Versions

  • v0.1.0 Imported from the upstream source.