跳到正文
cccskills
免费在 GitHub 公开

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.

中文简介正在准备中。当前显示原文说明。

集成工具Blender
查看安装方法

包含的文件(2)

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

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3732026年7月11日 更新

animation

免费

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3732026年7月11日 更新

Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3732026年7月11日 更新

Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3732026年7月11日 更新

archviz

免费

Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3732026年7月11日 更新

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.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3732026年7月11日 更新

查看 arjun988 的全部技能

报告此技能的问题