$npx -y skills add arjun988/blender-skills --skill export-pipelineProduction export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
| 1 | # Export Pipeline |
| 2 | |
| 3 | Verified, engine-ready exports. Correct scale, axis, pivots, and data. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Final asset delivery |
| 8 | - Engine import preparation |
| 9 | - Animation/rig export |
| 10 | - Batch export of modular kits |
| 11 | |
| 12 | ## Pre-Export Gate |
| 13 | |
| 14 | **Required:** asset-optimization validation PASS before export. |
| 15 | |
| 16 | ## Workflow |
| 17 | |
| 18 | ``` |
| 19 | Validation PASS → Export Settings → Test Export → Engine Verify |
| 20 | → Fix Issues → Final Export → Documentation |
| 21 | ``` |
| 22 | |
| 23 | ## Format Selection |
| 24 | |
| 25 | | Format | Best For | |
| 26 | |--------|----------| |
| 27 | | FBX | Unreal, Unity (legacy), animation | |
| 28 | | GLTF/GLB | Web, Godot, modern Unity | |
| 29 | | OBJ | Static mesh interchange (no rig) | |
| 30 | | USD | Pipelines, VFX, multi-asset | |
| 31 | | Alembic | VFX caches, sculpt animation | |
| 32 | |
| 33 | ## FBX Settings (Game Default) |
| 34 | |
| 35 | ``` |
| 36 | Scale: 1.0 |
| 37 | Apply Scalings: FBX All |
| 38 | Forward: -Z Forward |
| 39 | Up: Y Up |
| 40 | Apply Unit: ON |
| 41 | Mesh: ON |
| 42 | Armature: ON (if rigged) |
| 43 | Bake Animation: ON (if animated) |
| 44 | Path Mode: Copy (embed textures) |
| 45 | ``` |
| 46 | |
| 47 | ## GLTF Settings |
| 48 | |
| 49 | ``` |
| 50 | Format: GLB (single file) or GLTF Separate |
| 51 | Include: Selected Objects |
| 52 | Transform: +Y Up |
| 53 | Compression: Draco (if supported by engine) |
| 54 | ``` |
| 55 | |
| 56 | ## Export Verification Matrix |
| 57 | |
| 58 | | Check | Method | |
| 59 | |-------|--------| |
| 60 | | Scale | Measure known dimension in engine | |
| 61 | | Pivot | Verify floor contact / grip point | |
| 62 | | Forward axis | Compare to engine convention | |
| 63 | | Normals | Check shading in engine | |
| 64 | | Materials | Verify slot count and textures | |
| 65 | | Animation | Play action in engine | |
| 66 | | Collision | Import COL_ mesh separately | |
| 67 | |
| 68 | ## Engine-Specific Notes |
| 69 | |
| 70 | ### Unreal Engine |
| 71 | - Scale 1.0 = 1cm in UE (confirm project; may need 0.01 export scale) |
| 72 | - Import normals and tangents |
| 73 | - Separate collision mesh import |
| 74 | - LOD naming for auto-LOD: `SM_Asset_LOD0` |
| 75 | |
| 76 | ### Unity |
| 77 | - Scale 1.0 typically correct |
| 78 | - GLTF preferred for modern pipelines |
| 79 | - Humanoid rig mapping for characters |
| 80 | |
| 81 | ### Godot |
| 82 | - GLTF/GLB preferred |
| 83 | - +Y up default |
| 84 | |
| 85 | ## Collision Export |
| 86 | |
| 87 | ``` |
| 88 | 1. Export render mesh separately from collision |
| 89 | 2. Collision: simple convex or box |
| 90 | 3. Name: SM_Asset_COL |
| 91 | 4. No materials on collision mesh |
| 92 | 5. Apply transforms before export |
| 93 | ``` |
| 94 | |
| 95 | ## Animation Export |
| 96 | |
| 97 | - Single action per export file (or document action list) |
| 98 | - Sample rate: 30fps default |
| 99 | - Bake constraints before export |
| 100 | - Include armature + skinned mesh in same file |
| 101 | - No unapplied scale on rig |
| 102 | |
| 103 | ## Batch Export (Modular Kits) |
| 104 | |
| 105 | ``` |
| 106 | 1. Select COL_Export collection |
| 107 | 2. Export each module OR combined atlas per project spec |
| 108 | 3. Maintain consistent origin per module type |
| 109 | 4. Document grid snap points in README |
| 110 | ``` |
| 111 | |
| 112 | ## MCP Integration |
| 113 | |
| 114 | 1. Select export collection via MCP |
| 115 | 2. Configure export settings via MCP |
| 116 | 3. Execute export via MCP |
| 117 | 4. Verify output file exists |
| 118 | 5. Log export settings in delivery documentation |
| 119 | |
| 120 | ## Delivery Documentation Template |
| 121 | |
| 122 | ```markdown |
| 123 | ## Export Package: [Asset Name] |
| 124 | |
| 125 | **Format:** FBX / GLTF |
| 126 | **Scale:** 1 Blender unit = 1 meter |
| 127 | **Forward:** -Y / +X (document actual) |
| 128 | **Files:** |
| 129 | - SM_Asset.fbx |
| 130 | - T_Asset_BC.png, T_Asset_N.png, ... |
| 131 | |
| 132 | **Import Notes:** |
| 133 | - [Engine-specific steps] |
| 134 | |
| 135 | **Validation:** PASS — [date] |
| 136 | ``` |
| 137 | |
| 138 | ## Constraints |
| 139 | |
| 140 | ### MUST DO |
| 141 | - Pass asset-optimization before export |
| 142 | - Apply transforms on export objects |
| 143 | - Test import in target engine |
| 144 | - Document scale and axis conventions |
| 145 | - Export collision separately for games |
| 146 | |
| 147 | ### MUST NOT DO |
| 148 | - Export with unapplied scale |
| 149 | - Export without validation |
| 150 | - Mix collision and render in same export without documentation |
| 151 | - Assume default FBX settings work for all engines |
| 152 | - Export all modifiers without testing engine result |
| 153 | |
| 154 | ## Reference Guide |
| 155 | |
| 156 | | Topic | Reference | Load When | |
| 157 | |-------|-----------|-----------| |
| 158 | | Engine import | `references/engine-import.md` | First import test | |
| 159 | | Validation | `../references/validation-checklist.md` | Pre-export gate | |