Install Export Pipeline
Pick your agent. Every command is ready to paste.
npx skills add arjun988/blender-skills --skill export-pipelineThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads export-pipeline when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the export-pipeline skill”. In Codex, type $export-pipeline.
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
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
- Select export collection via MCP
- Configure export settings via MCP
- Execute export via MCP
- Verify output file exists
- 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
| Topic | Reference | Load When |
|---|---|---|
| Engine import | references/engine-import.md |
First import test |
| Validation | ../references/validation-checklist.md |
Pre-export gate |
Tips for Export Pipeline
- • Start a fresh session after installing so your agent picks up the new skill.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 30 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Export Pipeline
What does the Export Pipeline skill do?
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
How do I install Export Pipeline?
Run "npx skills add arjun988/blender-skills --skill export-pipeline" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Export Pipeline work in Cursor and Codex?
Yes. Export Pipeline uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Export Pipeline free?
Export Pipeline is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Export Pipeline?
Export Pipeline is published by arjun988 in the arjun988/blender-skills repository, together with 29 other skills.



