Blender export (engine-ready files)
An export is done when the file has been re-imported and measured, not when the exporter returned
FINISHED. Gate the asset first, export with a preset, then round-trip the file. This skill builds
on scenario-blender-expert (execution channels, the delivery gate) and imports its scripts, so
install the two side by side. If a sibling skill named here is missing from your available skills,
ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended,
proceed from tool schemas and flag the gap.
Toolkit: scripts/bx_export.py. Per-engine facts with their sources:
references/engines.md.
Quick reference
| Target | Preset | File | Engine side |
|---|
| Unity, static mesh | unity | FBX | import defaults |
| Unity, character | unity_skeletal | FBX | leave Bake Axis Conversion off |
| Unreal Engine | unreal | FBX | Convert Scene Unit (to centimeters) |
| Unreal Engine, character | unreal_skeletal | FBX | one root bone |
| Godot 4 | godot | GLB | import defaults; Generate LODs in the dock |
| Roblox | roblox | FBX | 20,000 triangles per mesh |
| three.js and the web | web | GLB, meshopt, WebP | MeshoptDecoder; not for Godot |
| any glTF reader | gltf | GLB | |
| USD pipelines | usd | USDC | |
| Apple AR Quick Look | usdz | USDZ, 2048 textures | |
| 3D printing | print | STL in millimeters | slicer reads millimeters |
The Unity and Godot presets were imported into Unity 6000.3 and Godot 4.7.2 and measured; unreal,
unreal_skeletal and roblox follow Epic's and Roblox's documentation and pass the Blender round
trip only. The measurements live in references/engines.md.
Procedure
- Gate. Run
bx_audit.deliverable(parts, profile) from scenario-blender-expert and fix every
error. Scale left on an object travels into the engine as the node's transform.
- Open borders and edges shared by three or more faces have no automatic fix. On a generated
chest, hole filling closed 4 of 24 borders and added a back-to-back face.
- Rebuild the surface with
scenario-blender-retopology, bake the original's maps onto it, then
gate again.
- Without a rebuild, report the file as blocked for that profile (
roblox requires watertight
meshes). Never deliver it as ready.
- Size and pivot. A generated mesh arrives at an arbitrary size with its origin at its center,
so it sinks into the floor.
bxe.ground(parts, width=0.9) (or height=, in meters) bakes the
transforms, puts the center of the base at the origin and scales to the real size. Ask for the
size when the brief does not give it; unattended, pick a plausible one and state it as an
assumption. Static meshes only.
- Pick the preset from the table. Pass every object the file needs: a skinned mesh AND its
armature, LOD meshes and their group, collision meshes beside their render mesh.
- Export:
bxe.export(path, preset, objects, **overrides). Any exporter keyword overrides the
preset, such as bake_anim=True on roblox for an animated file. The result records the
settings used.
- Round-trip:
bxe.round_trip(path, objects, preset=...) re-imports the file in a background
Blender, leaving the open scene alone. It compares size (1 mm), triangles, deforming bones, root
bones (one expected), armature scale, shape keys, every action stored for the objects, and the
image maps on each material (base color, metallic, roughness, normal, emission). Then it lists
every difference. Fix each one, or say why it is expected.
- glTF contents:
bxe.glb_summary(path) lists extensions_required, morph targets, skins,
clips and image types without Blender. A loader refuses a file that requires an extension it
lacks.
- Engine check: import into the engine and look. For Godot, the
headless check prints each node's rotation and scale,
each mesh's size and floor height, and the maps each material received. Full flows:
scenario-unity-pipeline-automation, scenario-unreal-pipeline-automation,
scenario-godot-pipeline-automation.
Scale, axes and units
- Blender works in meters, Z-up, with the asset's front facing -Y. glTF is meters, Y-up
(
export_yup). FBX stores its axes as metadata; the presets write -Z forward, Y up.
- Keep
scene.unit_settings.scale_length at 1.0. Any other value rescales every export.
- Apply object scale before export:
obj.data.transform(Matrix.Diagonal(obj.scale).to_4x4()), then
obj.scale = (1, 1, 1), so the engine node imports at scale 1. bxe.ground() does it for every
mesh at once.
- Engines read 1 unit as 1 meter and place an object by its origin. A prop's origin belongs at the
center of its base, so it stands on the floor where it is placed (step 2).
- FBX scale:
unity writes FBX_SCALE_ALL (Unity reads file scale 1). unreal keeps
FBX_SCALE_NONE (Unity reads it as file scale 0.01, a centimeter file). roblox uses
FBX_SCALE_UNITS, as Roblox's export requirements ask.
- STL has no unit and slicers read millimeters, so
print multiplies by 1000.
Characters
- Export the armature with its meshes.
use_armature_deform_only leaves control bones out, so keep
every deforming bone in one hierarchy under one root bone. Unreal's importer reports "Found
multiple roots. The importer only supports one root per mesh."
add_leaf_bones is off in every preset. Left on, each chain gains an extra end bone that breaks
retargeting.
unity_skeletal and unreal_skeletal bake every action (bake_anim_use_all_actions), one clip
per action. Unity names each clip Armature|Action (measured: Rig|Wave), so name actions as the
clips should read. glTF exports each action as an animation under its own name.
roblox exports no animation. For an animated file, pass bake_anim=True to export() and to
round_trip(), which then compares the actions too.
- Shape keys travel in FBX (blend shapes), glTF (morph targets, names in
extras.targetNames) and
USD. Building ARKit or viseme sets is scenario-blender-rigging's work.
- Roblox: at most 4 influences per vertex, bones frozen (scale 1, rotation 0), root at the origin
with no influences, one animation track per mesh. Check influences with
max(len(v.groups) for v in obj.data.vertices).
LODs and collision
bxe.lods(obj, ratios=(0.5, 0.25)) renames the mesh Name_LOD0 and adds decimated Name_LOD1..n
under an empty called Name, which takes the mesh's place under its parent. Static meshes only:
it refuses a skinned mesh. Unity builds the LOD Group from those names. Godot generates LODs at
import (Generate LODs). Unreal documents "Import LODs", all LODs sharing one pivot. The group
exports as a plain FBX Null, and Unreal's import of it is unmeasured. It welds the vertices a glTF
import splits at UV seams before decimating; without the weld, the LODs open into cracks.
bxe.collision(obj, engine, shape, max_verts=64) adds a collision mesh named for the importer:
- Unreal:
UCX_Name_00 (convex hull) or UBX_Name_00 (box), exported in the same FBX. Unreal
skips Auto Generate Collision when the file carries one.
- Godot:
Name-convcolonly for convex (one hull) and box (the bounds, a box collider), or
Name-colonly for mesh (the mesh as a trimesh, static bodies only).
- Unity and Roblox: returns None. Colliders are set in the editor.
- A convex hull keeps at most
max_verts vertices, spread over the shape. A generated mesh's full
hull runs to thousands of faces. 64 is this toolkit's budget, not an engine limit. None keeps
every vertex, and a dense full hull can come out with open edges.
- Decimation can wreck UV seams and silhouettes. Review every LOD with
bx_review before export.
Batch conversion
blender -b --factory-startup --python-exit-code 1 -P bx_export.py -- \
--batch /abs/in /abs/out --preset godot --profile game
For every model in the folder (GLB, glTF, FBX, OBJ, USD, STL, PLY): import into an empty scene, run
the delivery gate, export with the preset, re-import and compare. It writes /abs/out/report.json
with each file's gate errors, size and round-trip differences. One failing file never stops the
folder: it gets a failed entry. Two inputs sharing a name keep their format in the output name
(hero_fbx.glb, hero_glb.glb). Open the report before calling the batch done.
Worked example: a generated GLB to Unity and Godot
import sys
sys.path.append("/abs/skills/scenario-blender-expert/scripts")
sys.path.append("/abs/skills/scenario-blender-export/scripts")
import bpy, bx_audit, bx_export as bxe
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.import_scene.gltf(filepath="/abs/in/robot.glb")
parts = [o.name for o in bpy.context.scene.objects if o.type == "MESH"]
gate = bx_audit.deliverable(parts, profile="game")
print(gate["errors"]) # fix each one, then gate again until "pass" is True
bxe.ground(parts, height=1.2) # the robot's real height in meters, base center at the origin
bxe.export("/abs/out/robot.fbx", "unity", parts)
print(bxe.round_trip("/abs/out/robot.fbx", parts, preset="unity")["diffs"])
# ["Robot: material Body lost its Metallic, Roughness maps"]: write them for the engine
print(bxe.extra_maps(parts, "/abs/out", "unity")["written"])
bxe.export("/abs/out/robot.glb", "godot", parts)
print(bxe.glb_summary("/abs/out/robot.glb")["extensions_required"]) # []
A generated GLB often holds one object per part, all sharing the asset's pivot. Keep them as
separate objects when the engine should animate or swap parts. Join them (bpy.ops.object.join with
the parts selected) for a single static prop, then gate again.
Common mistakes
- Calling an export done on
FINISHED. The exporter succeeds on files the engine imports at 100x
scale or without the skin.
- Exporting a skinned mesh without its armature, or the armature without its mesh.
- Setting Bake Axis Conversion or Apply Transform to remove the armature node's rotation: neither
removes it, and the first turns the character around.
- The
web preset for Godot, or any compressed GLB for a loader without its decoder. Check
extensions_required first.
- FBX textures left as external paths: the presets copy and embed them (
path_mode="COPY",
embed_textures=True), so the file travels alone. export() gives packed images without an
extension (as a GLB import leaves them) a .jpg or .png name first. An image never saved (a new
bake target) or edited since travels as a packed copy of its pixels (packed_unsaved_images).
- A textured FBX that shows untextured in Unity: the default import keeps embedded textures inside
the file. Extract Textures (Materials tab) into the model's folder assigns them.
- Trusting an FBX made from a glTF import for metal and roughness. The glTF importer routes one
packed image through Separate Color, and the FBX exporter drops both maps: the file re-imports
with Metallic 0 and Roughness 0.5. Base color, normal and emission travel.
round_trip() reports
the loss. bxe.extra_maps(parts, out_dir, engine) writes the two maps as files to assign:
- Unity:
<material>_MetallicSmoothness.png in the Metallic Map slot (Standard or URP Lit),
Smoothness Source on Metallic Alpha, sRGB unchecked. Unity's FBX import assigned only the base
color, even from a file carrying both maps (measured).
- Roblox and Unreal:
<material>_Metallic.png and <material>_Roughness.png, 8-bit grayscale. On
Roblox, set them as MetalnessMap and RoughnessMap of a SurfaceAppearance. In Unreal, uncheck
sRGB on both.
- Godot: deliver the
godot GLB, which keeps every map.
- An STL at Blender scale: a 10 cm part prints at 0.1 mm.
- LODs exported without a look: decimation can collapse thin parts.