blender-export-pipelines
Installation
SKILL.md
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