
Export Pipeline
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot...
Install
npx skills add arjun988/blender-skills --skill export-pipeline -g -a claude-code -y- Repository
- arjun988/blender-skills1.6k
- Category
- Design
- Updated
- 4mo ago
- License
- MIT
- Context cost
- Lightabout 923 tokens
- Runs scripts
- No, instructions only
What it does
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
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
| Format | Best For |
|---|---|
| FBX | Unreal, Unity (legacy), animation |
| GLTF/GLB | Web, Godot, modern Unity |
| OBJ | Static mesh interchange (no rig) |
| USD | Pipelines, VFX, multi-asset |
| Alembic | VFX 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
| Check | Method |
|---|---|
| Scale | Measure known dimension in engine |
| Pivot | Verify floor contact / grip point |
| Forward axis | Compare to engine convention |
| Normals | Check shading in engine |
| Materials | Verify slot count and textures |
| Animation | Play action in engine |
| Collision | Import 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


