Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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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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Review the instructions the agent will receive before you install.
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 |
SM_Asset_LOD01. 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
## 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 |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
The English summary is being prepared. Showing the original description.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
The English summary is being prepared. Showing the original description.
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
The English summary is being prepared. Showing the original description.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
The English summary is being prepared. Showing the original description.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
The English summary is being prepared. Showing the original description.
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
The English summary is being prepared. Showing the original description.