export-pipeline

export-pipeline is a skill for Claude Code from arjun988/blender-skills. It costs 42 tokens per session (1,039 once invoked), scanned A, original, MIT.

A Blender export workflow for sending 3D assets to FBX, GLTF, OBJ, USD, or Alembic files. It checks scale, axes, pivots, normals, materials, animation, and collisions before engine import.

In plain words
What is it for?
Preparing assets for Unreal, Unity, Godot, web projects, visual-effects pipelines, and batch exports of modular kits, then testing the result in the target engine.
Why use it?
It catches common export problems that can make models appear at the wrong size, face the wrong way, lose materials, or break animation in another tool.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the blender-skills plugin — 58 skills shipped together

Good fit Preparing assets for Unreal, Unity, Godot, web projects, visual-effects pipelines, and batch exports of modular kits, then testing the result in the target engine.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/arjun988/blender-skills/export-pipeline
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add arjun988/blender-skills --skill export-pipeline
Clone the repo
git clone --depth 1 https://github.com/arjun988/blender-skills

Made for: Claude Code.

Or install blender-skills, the plugin that ships this one along with the rest of its 58 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for export-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/export-pipeline/github.svg)](https://agentmods.dev/skills/arjun988/blender-skills/export-pipeline)
Your own site
<a href="https://agentmods.dev/skills/arjun988/blender-skills/export-pipeline"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/export-pipeline/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for export-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/arjun988/blender-skills/export-pipeline"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/export-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,039 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00042 $0.01039
Opus 5 $0.00021 $0.00519
Sonnet 5 $0.00008 $0.00208
Haiku 4.5 $0.00004 $0.00104

Measured 11d ago against content hash 5e754b14b0ca, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

export-pipeline scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/export-pipeline/SKILL.md · 173 lines

How it starts

The opening of the file, as written. The whole thing — 173 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the full file on GitHub · 173 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 173 lines · 42 tokens per session scan A 5e754b14b0ca

Subscribe to this mod's changes

export-pipeline is a skill published in the GitHub repository arjun988/blender-skills (179 stars, last pushed 2mo ago), licensed MIT. It adds 42 tokens to every session and 1,039 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.