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export-pipeline

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

The English summary is being prepared. Showing the original description.

Works withBlender
See how to install

Files included (2)

  • SKILL.md4.1 KB
  • references/engine-import.md753 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

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

FormatBest For
FBXUnreal, Unity (legacy), animation
GLTF/GLBWeb, Godot, modern Unity
OBJStatic mesh interchange (no rig)
USDPipelines, VFX, multi-asset
AlembicVFX 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

CheckMethod
ScaleMeasure known dimension in engine
PivotVerify floor contact / grip point
Forward axisCompare to engine convention
NormalsCheck shading in engine
MaterialsVerify slot count and textures
AnimationPlay action in engine
CollisionImport 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

TopicReferenceLoad When
Engine importreferences/engine-import.mdFirst import test
Validation../references/validation-checklist.mdPre-export gate

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