# Export Pipeline

Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot...

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: Design
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill export-pipeline -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill export-pipeline -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill export-pipeline -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill export-pipeline -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## Description

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

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

## Collision Export

The rest: https://github.com/arjun988/blender-skills/blob/HEAD/.claude/skills/export-pipeline/SKILL.md
