Export Pipeline
SkillDev toolsProduction export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Export Pipeline skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/export-pipeline/SKILL.md and read by ahel’s review.
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
- Select export collection via MCP
- Configure export settings via MCP
- Execute export via MCP
- Verify output file exists
- 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 |
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
export-pipeline- Source
- github.com/arjun988/blender-skills