Agent skill

Export Pipeline

by arjun988 in arjun988/blender-skills

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

MITAuto-check passedGame Development

Install Export Pipeline

skills CLI
$ npx skills add arjun988/blender-skills --skill export-pipeline -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install arjun988/blender-skills export-pipeline --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/export-pipeline .claude/skills/export-pipeline && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
export-pipeline
GitHub stars
275
Token cost
~1k tokens
SKILL.md length
314 words
Files
2 (incl. references)
Skills in repo
37
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 5 steps: Select export collection via MCP → Configure export settings via MCP → Execute export via MCP → …
  • Tasks that involve Database migrations
  • SKILL.md covers When to Use, Pre-Export Gate, Workflow and Format Selection, plus 11 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Export Pipeline is an agent skill from arjun988/blender-skills. Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.

Its SKILL.md is about 1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/engine-import.md`).

It sits in Game Development, covering Database migrations, Game development and MCP servers. It works with Model Context Protocol and Blender. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.

When your agent uses it

  • Tasks that involve Database migrations
  • Tasks that involve Game development
  • Tasks that involve MCP servers

Example prompts

  • “/export-pipeline”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  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

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are markdown).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Export Pipeline loads about 1k tokens when it runs, and up to ~1.2k if it reads all its reference files. Until then it costs about 45 tokens; SKILL.md has 314 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~45
When it runs · the whole SKILL.md, loaded when a task matches
~1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 314 words, ~1,043 tokens.

Download SKILL.mdSave it as .claude/skills/export-pipeline/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
export-pipeline
description
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
license
MIT
metadata.author
https://github.com/arjun988
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
export, FBX, GLTF, GLB, OBJ, USD, Alembic, Unity, Unreal, game engine import
metadata.related-skills
asset-optimization, blender-modeler, materials

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

markdown
## 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

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in .claude/skills/export-pipeline of arjun988/blender-skills.

  • SKILL.md
  • references/engine-import.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Export Pipeline next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Export Pipeline compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Export Pipeline this skillarjun988/blender-skills275—~1kAutomated safety check: PassMIT
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
MCP DriverRandallLiuXin/GodotMaker5491 repos~1.1kAutomated safety check: PassCustom licence
Unity PluginTomLeeLive/openclaw-unity-plugin107—~5.1kAutomated safety check: PassApache-2.0
Roblox Gamebrockmartin/roblox-game-skill198—~1.3kAutomated safety check: PassNone
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin327—~1.8kAutomated safety check: PassMIT

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Questions about Export Pipeline

What does Export Pipeline do?

Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP. Export Pipeline is an agent skill from arjun988/blender-skills. Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.

When should I use Export Pipeline?

Export Pipeline fits situations like: tasks that involve Database migrations; tasks that involve Game development; tasks that involve MCP servers.

How do I install Export Pipeline in Claude Code?

Run `npx skills add arjun988/blender-skills --skill export-pipeline -a claude-code`. Or copy the skill folder (.claude/skills/export-pipeline in arjun988/blender-skills) into .claude/skills/export-pipeline in your project. Claude Code loads it when a task matches its description.

How do I install Export Pipeline in Codex?

Run `npx skills add arjun988/blender-skills --skill export-pipeline -a codex`. Or copy the skill folder (.claude/skills/export-pipeline in arjun988/blender-skills) into .agents/skills/export-pipeline in your project. Codex loads it when a task matches its description.

Can I use Export Pipeline in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add arjun988/blender-skills --skill export-pipeline -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/export-pipeline, .gemini/skills/export-pipeline, .github/skills/export-pipeline and .opencode/skills/export-pipeline in your project.

What does Export Pipeline need to run?

SKILL.md names no scripts, command-line tools or credentials: Export Pipeline is instructions for the agent only.

Does Export Pipeline access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Export Pipeline safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Export Pipeline use?

Export Pipeline is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Export Pipeline use?

About 1k tokens (SKILL.md is roughly 4.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 189 tokens, read only when the agent opens those files.

What are the alternatives to Export Pipeline?

Skills that share tags, products or a category with Export Pipeline: Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), MCP Driver (RandallLiuXin/GodotMaker, 549 stars), Unity Plugin (TomLeeLive/openclaw-unity-plugin, 107 stars) and Roblox Game (brockmartin/roblox-game-skill, 198 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Export Pipeline?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 275 GitHub stars. The repository holds 37 skills in this directory. The repository was last updated on July 10, 2026.

Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.