blender-export-pipelines
Export from Blender 5.2 with verified presets - Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot/web (GLB, meshopt/Draco, WebP), USD. Scale/axes, smoothing, tangents, leaf bones, clips, batch export, post-export verification. Use whenever an asset leaves Blender.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/blender-skills --skill blender-export-pipelinesIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides a suite of Blender automation scripts and detailed reference documentation for exporting 3D assets to game engines like Roblox, Unity, Unreal, and Godot. It uses the standard Blender API (bpy) for file management and 3D operations, with no network activity or execution of external code detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Export Pipelines
The execution model is in blender-core. Run blender-asset-qa (and blender-game-optimization for budgets) before exporting.
One call
scripts/export_asset.py -- --preset unreal_skeletal --objects SK_Hero --out //export/SK_Hero.fbx
scripts/export_asset.py -- --preset web --collection Export --out //export/scene.glb
scripts/export_asset.py -- --preset unity --objects SM_A SM_B SM_C --batch --out //export/x.fbx # one file each, at origin
Presets: roblox, roblox_gltf, unity, unity_skeletal, unreal, unreal_skeletal, godot, web, gltf, usd. Pass any exporter kwarg with --set key=value. Every preset is tested with a round-trip that keeps scale and avoids a 100× armature scale.
Engine reference (load only the one you need)
- references/roblox.md: MeshParts, avatar bodies (R15), accessories, layered clothing cages, SurfaceAppearance, limits
- references/unity.md: FBX settings, Humanoid rigs, URP/HDRP maps, animation clips
- references/unreal.md: static/skeletal FBX, root bone, collision UCX, LODs, Nanite, ORM/DirectX
- references/godot-web.md: glTF/GLB, import suffixes, three.js/Babylon, compression, KHR extensions
Universal pre-export checklist
- Scale: scene unit scale 1.0, objects at scale 1, rotation applied (except intentional object transforms). The presets handle unit conversion.
- Pivot/origin where the engine expects it: props at the bottom-center, characters at the world origin between the feet, facing -Y (Blender front). Every preset converts that to the engine's forward.
- Modifiers: the presets export the evaluated mesh. Mirror, bevel and weighted normals are kept; booleans become real geometry.
- Normals: custom/weighted normals export. Smooth shading, plus hard edges marked sharp.
- Triangulation: FBX presets triangulate (
use_triangles) so the bake and engine tangents match. glTF always triangulates. - Materials: image-texture → Principled chains only, with names
M_*and texturesT_*. Procedural nodes don't export, so bake them first. - Armature: deform bones only, no leaf bones, rest pose = bind pose, 4 weights per vertex max, and the root at the origin.
- Animation: one action per clip, named
Rig_Clip. Bake constraints/IK to keys (blender-animation). FBX exports the active/NLA action per preset settings; glTFACTIONSmode exports every action that has a slot for the armature. - Naming: unique, ASCII, no spaces. Engines key materials/meshes by name across reimports.
Format choice
| Need | Format |
|---|---|
| Unity, Unreal (most stable for skeletal) | FBX |
| Godot, web, Roblox (supported), Unreal 5.x Interchange, Blender↔Blender | glTF 2.0 (.glb) |
Film/VFX, Omniverse, Apple AR (.usdz), layout interchange | USD |
| Static geometry for printing/CAD | OBJ / STL (wm.obj_export, wm.stl_export) |
| Point caches / deforming sims | Alembic (wm.alembic_export) |
Verify after export (required)
- The script returns
ok, the file size, and for.glba parsed summary (meshes, materials, images, animations, skins, tris, extensions). Compare it with what you expected. - For FBX/USD: re-import into an empty scene (
import_scene.fbx/wm.usd_import) and checkdimensions, the armature scale (must be 1, not 100) and the action count. - In the engine: scale against a reference (UE mannequin 180 cm, Unity capsule 2 m, Roblox character 5 studs), normals/smoothing, the normal map's green channel, and animation root motion.
Collection exporters (re-export in one click, 4.2+)
See blender-scene-setup: collection.exporters stores the format + settings per collection, and bpy.ops.wm.collection_export_all() re-exports everything.
Gotchas
- FBX
use_tspacefails silently on n-gons. Triangulate first (the presets do). bake_space_transform(Apply Transform) is experimental. Use it for Unity static meshes only, never with armatures.- glTF exports actions linked through slots/NLA. An action with no user on the armature is skipped (
export_animation_modeoptions:ACTIONS,ACTIVE_ACTIONS,NLA_TRACKS,SCENE,BROADCAST). - glTF needs image textures in PNG/JPEG/WebP. EXR/TIFF get converted (
export_image_format). - Linked library data exports fine, but make it local or override it if you need to modify it first.
- Shape keys: FBX exports them as blendshapes, glTF as morph targets (
export_morph). Modifiers before the Armature modifier can block shape-key export in FBX (apply them first).
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/el4cteo/blender-skills/blender-export-pipelines">View blender-export-pipelines on skillZs</a>