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Blender Export Pipelines

Community
EL4CTEO
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.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-export-pipelines
Stars
426
Forks
39
Bundled files
6
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 6 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Export Pipelines AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-export-pipelines
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-export-pipelines .claude/skills/blender-export-pipelines
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Export Pipelines in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Export Pipelines on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Export Pipelines is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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)

Universal pre-export checklist

  1. Scale: scene unit scale 1.0, objects at scale 1, rotation applied (except intentional object transforms). The presets handle unit conversion.
  2. 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.
  3. Modifiers: the presets export the evaluated mesh. Mirror, bevel and weighted normals are kept; booleans become real geometry.
  4. Normals: custom/weighted normals export. Smooth shading, plus hard edges marked sharp.
  5. Triangulation: FBX presets triangulate (use_triangles) so the bake and engine tangents match. glTF always triangulates.
  6. Materials: image-texture → Principled chains only, with names M_* and textures T_*. Procedural nodes don't export, so bake them first.
  7. Armature: deform bones only, no leaf bones, rest pose = bind pose, 4 weights per vertex max, and the root at the origin.
  8. Animation: one action per clip, named Rig_Clip. Bake constraints/IK to keys (blender-animation). FBX exports the active/NLA action per preset settings; glTF ACTIONS mode exports every action that has a slot for the armature.
  9. Naming: unique, ASCII, no spaces. Engines key materials/meshes by name across reimports.

Format choice

NeedFormat
Unity, Unreal (most stable for skeletal)FBX
Godot, web, Roblox (supported), Unreal 5.x Interchange, Blender↔BlenderglTF 2.0 (.glb)
Film/VFX, Omniverse, Apple AR (.usdz), layout interchangeUSD
Static geometry for printing/CADOBJ / STL (wm.obj_export, wm.stl_export)
Point caches / deforming simsAlembic (wm.alembic_export)

Verify after export (required)

  • The script returns ok, the file size, and for .glb a 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 check dimensions, 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_tspace fails 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_mode options: 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).

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Export Pipelines AI skill do?

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.

Why use Blender Export Pipelines on TypingMind?

Because you install it once and use it with any model. Blender Export Pipelines is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Export Pipelines in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-export-pipelines. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Export Pipelines?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Export Pipelines?

As many as you like. As long as a model supports skills, you can use Blender Export Pipelines with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Export Pipelines AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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