Blender Web Export Pipeline
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
$ npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install DanMcInerney/orchflows make-blender-game-assets --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .claude/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/make-blender-game-assets .claude/skills/make-blender-game-assets && rm -rf skills-srcUse ~/.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/
Install the "make-blender-game-assets" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/make-blender-game-assets into .claude/skills/make-blender-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "make-blender-game-assets", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/make-blender-game-assetsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install DanMcInerney/orchflows make-blender-game-assets --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .agents/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/make-blender-game-assets .agents/skills/make-blender-game-assets && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "make-blender-game-assets" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/make-blender-game-assets into .agents/skills/make-blender-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "make-blender-game-assets", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install DanMcInerney/orchflows make-blender-game-assets --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/make-blender-game-assets .cursor/skills/make-blender-game-assets && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "make-blender-game-assets" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/make-blender-game-assets into .cursor/skills/make-blender-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "make-blender-game-assets", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/DanMcInerney/orchflows.git --path example-workflows/3d-browser-game/skills/make-blender-game-assets--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install DanMcInerney/orchflows make-blender-game-assets --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/make-blender-game-assets .gemini/skills/make-blender-game-assets && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "make-blender-game-assets" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/make-blender-game-assets into .gemini/skills/make-blender-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "make-blender-game-assets", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install DanMcInerney/orchflows make-blender-game-assetsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .github/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/make-blender-game-assets .github/skills/make-blender-game-assets && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "make-blender-game-assets" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/make-blender-game-assets into .github/skills/make-blender-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "make-blender-game-assets", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install DanMcInerney/orchflows make-blender-game-assets --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/make-blender-game-assets .opencode/skills/make-blender-game-assets && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "make-blender-game-assets" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/make-blender-game-assets into .opencode/skills/make-blender-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "make-blender-game-assets", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
make-blender-game-assetsCreate original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
Make Blender Game Assets is an agent skill from DanMcInerney/orchflows. Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
Its SKILL.md is about 520 tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).
It sits in Game Development, covering Game assets and audio and 3D graphics and WebGL. It works with Blender and Three.js. The repository describes itself as: 2 skills, composable into workflows, which can then be built into more complex workflows. The licence is MIT.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 8d16eb3. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Make Blender Game Assets loads about 520 tokens when it runs. Until then it costs about 33 tokens; SKILL.md has 238 words of instructions outside code blocks.
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.
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.
The full file from DanMcInerney/orchflows at commit 8d16eb3, republished under its MIT licence (© DanMcInerney). 238 words, ~520 tokens.
.claude/skills/make-blender-game-assets/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Apply library context. Resolve the art brief, gameplay camera, asset scope, runtime loader/preview, budgets and owned output directory under the asset contract. For standalone work without a game, provide a project-local Three.js preview and mark final integration unverified. This workflow includes no independent review.
Use the actual game baseline and source assets. Production staffing is flexible under core execution rules. Preserve these dependencies:
.blend, GLB, dependencies, scripts/settings, metadata, inspected views, reproduction commands and deviations.Own a separate asset directory for concurrent code/content work. Gather completed assets before returning them for caller integration and gameplay checks. Continue suitable makers for production feedback or a caller-allocated repair pass; add no review or unbounded remake loop.
© DanMcInerney, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file in example-workflows/3d-browser-game/skills/make-blender-game-assets of DanMcInerney/orchflows.
Open the folder on GitHubat commit 8d16eb3
Make Blender Game Assets 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Make Blender Game Assets this skillDanMcInerney/orchflows | 117 | — | ~520 | Automated safety check: Pass | MIT | |
| Blender Web Export Pipelinefreshtechbro/claudedesignskills | 1k | — | ~4.2k | Automated safety check: Pass | MIT | |
| Pneuma Lucidpandazki/pneuma-skills | 161 | — | ~4.6k | Automated safety check: Warn | MIT | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| 3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max | 709 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs 3D Generatorvalkor-ai/loom | 1.2k | 1 repos | ~2.6k | Automated safety check: Pass | Apache-2.0 |
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
pandazki/pneuma-skills
Pneuma Lucid Mode workspace guidelines. An agent skill from pandazki/pneuma-skills.
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
DanMcInerney/orchflows
Iteratively improve any artifact and its improvement harness, inventing evaluation when needed; supports bounded runs, tournaments and continuous resumable search.
DanMcInerney/orchflows
Build benchmarks of realistic, hard agent tasks, researched from real work, admitting only verified, shortcut-resistant, calibrated tasks and reporting how well the suite separates systems.
DanMcInerney/orchflows
Build a complete Three.js game or bounded production phase through mechanics experiments, Blender assets, QA and independent playtests.
DanMcInerney/orchflows
Develop a project endgoal through N bounded cycles of brainstorm and research, design, implementation, comparison testing and analysis.
DanMcInerney/orchflows
Export an Orchflows workflow as a standalone native skill with a portability report and bounded trial.
DanMcInerney/orchflows
Drive an ambitious goal past a real-world quality bar by splitting it into pieces, each looped through a builder and a fresh, harsh, blind critic until ours reaches the bar or the caller stops.
Categories
Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader. Make Blender Game Assets is an agent skill from DanMcInerney/orchflows.js loader.
Make Blender Game Assets fits situations like: tasks that involve Game assets and audio; tasks that involve 3D graphics and WebGL.
Run `npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a claude-code`. Or copy the skill folder (example-workflows/3d-browser-game/skills/make-blender-game-assets in DanMcInerney/orchflows) into .claude/skills/make-blender-game-assets in your project. Claude Code loads it when a task matches its description.
Run `npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a codex`. Or copy the skill folder (example-workflows/3d-browser-game/skills/make-blender-game-assets in DanMcInerney/orchflows) into .agents/skills/make-blender-game-assets in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add DanMcInerney/orchflows --skill make-blender-game-assets -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/make-blender-game-assets, .gemini/skills/make-blender-game-assets, .github/skills/make-blender-game-assets and .opencode/skills/make-blender-game-assets in your project.
SKILL.md names no scripts, command-line tools or credentials: Make Blender Game Assets is instructions for the agent only.
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.
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.
Make Blender Game Assets is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 520 tokens (SKILL.md is roughly 2.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Make Blender Game Assets: Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars), Pneuma Lucid (pandazki/pneuma-skills, 161 stars), Threejs World Generation (calesthio/OpenMontage, 66k stars) and 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
DanMcInerney (a GitHub user) maintains it in DanMcInerney/orchflows, which has 117 GitHub stars. The repository holds 12 skills in this directory. The repository was last updated on October 4, 2026.
Source: DanMcInerney/orchflows on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.