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.
npx skills add arjun988/blender-skills --skill export-pipelinegit clone --depth 1 https://github.com/arjun988/blender-skillsWrote 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.
[](https://agentmods.dev/skills/arjun988/blender-skills/export-pipeline)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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
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.
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.
- 11d ago First seen · 173 lines · 42 tokens per session scan A 5e754b14b0ca
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.
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