mcpField
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export-pipeline

export-pipeline

github.com/arjun988Creative & media1.3k324 installsUpdated 16w ago
Repository

About export-pipeline

A production skill for preparing and verifying 3D asset exports for game engines and other pipelines. It covers format selection, export settings, test imports, and delivery documentation.

Key features

  1. 01FBX、GLTF/GLB、OBJ、USD 和 Alembic 格式指导
  2. 02按引擎设置导出参数
  3. 03导出前验证与测试导入
  4. 04碰撞体和动画导出流程
  5. 05记录交付文件与设置

Use cases

  1. 01为游戏引擎准备最终资产
  2. 02导出绑定或动画资产
  3. 03批量导出模块化套件
  4. 04核对比例、轴向与材质

MCP support

该技能描述了通过 MCP 选择导出集合、配置并执行导出,以及检查输出文件和记录设置的流程。

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill export-pipeline

After installing, type/export-pipelinein Claude Code to confirm it loaded.

Bundled filesreferences/engine-import.md

Details

From the project README

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

## 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

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