blender-export

blender-export is a skill for Claude Code from CheshireJCat/blender. It costs 161 tokens per session (2,239 once invoked), scanned A, a copy of blender-export, MIT.

A Blender export guide for saving 3D scenes in formats used by websites, augmented reality, game engines, visual-effects tools, and 3D printers. It explains format choices and settings for glTF/GLB, FBX, OBJ, USD, STL, and USDZ.

In plain words
What is it for?
Use it to export scenes, embed or unpack textures, convert axes, reduce polygon counts, and check files for web, AR, games, VFX, or printing.
Why use it?
It reduces problems caused by exporting a scene in the wrong format or with settings that do not match the destination software.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to export scenes, embed or unpack textures, convert axes, reduce polygon counts, and check files for web, AR, games, VFX, or printing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/cheshirejcat/blender/blender-export
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 CheshireJCat/blender --skill blender-export
Clone the repo
git clone --depth 1 https://github.com/CheshireJCat/blender

Made for: Claude Code.

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 blender-export

README.md
[![agentmods](https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-export/github.svg)](https://agentmods.dev/skills/cheshirejcat/blender/blender-export)
Your own site
<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-export"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-export/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 blender-export

Your own site · 80×15
<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-export"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-export.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 161 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,239 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.
Origin 92% copy Near-identical to another mod 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 $0.00161 $0.02239
Opus 5 $0.00081 $0.01120
Sonnet 5 $0.00032 $0.00448
Haiku 4.5 $0.00016 $0.00224

Measured 9d ago against content hash f6fe21eadddb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

blender-export 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 9d 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.

Origin

This is a copy

92% identical to blender-export — 2 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/create-3d-model/references/modules/blender-export/SKILL.md · 253 lines

How it starts

The opening of the file, as written. The whole thing — 253 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Export

Export to the right format with the right settings. Wrong format choice = days of debugging in the target platform.

Format decision tree

Where is this going?
├── Web (Three.js, Babylon.js, model-viewer, AR Quick Look) → glTF / GLB
├── Game engine (Unity, Unreal, Godot)
│   ├── Animated/rigged → FBX (or glTF for modern engines)
│   └── Static → OBJ or FBX or glTF
├── Apple AR (USDZ) → USDZ (special, see Recipe 6)
├── 3D printing → STL (geometry only, must be watertight)
├── VFX pipeline (Maya, Houdini, Nuke) → USD
└── DCC roundtrip → FBX (industry standard)

Quick rule for unknown target: glTF / GLB. Open standard, modern, universally supported.

Recipes

Recipe 1 — glTF / GLB export (web / AR / general)

import bpy

bpy.ops.export_scene.gltf(
    filepath='/tmp/output.glb',
    export_format='GLB',                 # single-file binary; preferred
    export_apply=True,                   # apply modifiers before export
    export_materials='EXPORT',
    export_image_format='AUTO',          # PNG; AUTO falls back to JPEG for opaque images
    export_yup=True,                     # Y-up convention (most engines / web expect this)
    export_animations=True,              # toggle off for static models
    export_morph=True,                   # shape keys
    export_skins=True,                   # armatures + weights
    export_normals=True,
    export_tangents=False,               # skip unless target uses tangent-space normals beyond standard
)

# Verify
import os
size_mb = os.path.getsize('/tmp/output.glb') / (1024 * 1024)
print(f"export:gltf {size_mb:.2f} MB")

glTF caveats:

  • Only Principled BSDF materials export cleanly. Procedural shaders are dropped or simplified.
  • Hard cap: 15 MB; soft target: 8 MB.
  • No KTX2 / Draco compression (unless target supports those loaders).
  • PNG textures only (max 1024×1024 typical).

Recipe 2 — Decimate before export (if too large)

import bpy

obj = bpy.data.objects['GEO-target']
bpy.context.view_layer.objects.active = obj

mod = obj.modifiers.new('Decimate', type='DECIMATE')
mod.ratio = 0.7    # keep 70% of faces; lower = more reduction
mod.use_collapse_degenerate = True
bpy.ops.object.modifier_apply(modifier=mod.name)

print(f"decimated:{obj.name} verts:{len(obj.data.vertices)}")

Read the full file on GitHub · 253 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. 9d ago First seen · 253 lines · 161 tokens per session scan A f6fe21eadddb

Subscribe to this mod's changes

blender-export is a skill published in the GitHub repository CheshireJCat/blender (26 stars, last pushed 20d ago), licensed MIT. It adds 161 tokens to every session and 2,239 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to blender-export, differing in 2 lines, and is treated as a copy.

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