tile-export-pipeline

tile-export-pipeline is a skill for Claude Code from jenkinsm13/metashape-mcp. It costs 45 tokens per session (771 once invoked), scanned A, original, MIT.

A procedure for exporting terrain pieces from Blender, a 3D modeling program, as FBX files that game engines such as Unreal, Unity, or Godot can load.

In plain words
What is it for?
It covers preparing photogrammetry terrain tiles and checking transforms, units, axis directions, names, textures, and FBX export options.
Why use it?
It prevents incorrect scale, axes, object transforms, or naming from making exported terrain appear misplaced or distorted in a game.

Skill for Claude Code

Written for Claude Code: disable-model-invocation in frontmatter.

Part of the metashape-mcp plugin — 12 skills, 8 agents, 2 hooks, 1 MCP server shipped together

Good fit It covers preparing photogrammetry terrain tiles and checking transforms, units, axis directions, names, textures, and FBX export options.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jenkinsm13/metashape-mcp/tile-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 jenkinsm13/metashape-mcp --skill tile-export-pipeline
Clone the repo
git clone --depth 1 https://github.com/jenkinsm13/metashape-mcp

Made for: Claude Code.

Or install metashape-mcp, the plugin that ships this one along with the rest of its 12 skills, 8 agents, 2 hooks, 1 MCP server.

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 tile-export-pipeline

README.md
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Your own site
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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 tile-export-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/jenkinsm13/metashape-mcp/tile-export-pipeline"><img src="https://agentmods.dev/badge/skills/jenkinsm13/metashape-mcp/tile-export-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 771 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 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 $0.00045 $0.00771
Opus 5 $0.00023 $0.00385
Sonnet 5 $0.00009 $0.00154
Haiku 4.5 $0.00005 $0.00077

Measured 11d ago against content hash 6e2f23aae75c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

tile-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.

skills/tile-export-pipeline/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Tile Export Pipeline — Blender to Game-Ready FBX

Overview

Export photogrammetry terrain tiles from Blender to FBX for game engines (Unreal, Unity, Godot). Enforces strict rules for transforms, scale, and axis conventions to ensure tiles load correctly.

Golden Rules

  1. NEVER alter object-level transforms. Location, Rotation, and Scale must stay at identity (0,0,0 / 0,0,0 / 1,1,1). All geometry changes happen in EDIT MODE only. If you need to move/rotate geometry, do it on the mesh data, not the object transform.
  2. FBX_SCALE_NONE — never use FBX_SCALE_ALL or any other scale option. Photogrammetry tiles are already in real-world meters.
  3. Axis: forward='-Z', up='Y' — standard Blender-to-game-engine convention.
  4. Tile naming: Tile_X-Y where X-Y are grid coordinates.

Export Settings

bpy.ops.export_scene.fbx(
    filepath="/path/to/output/Tile_X-Y.fbx",
    use_selection=True,
    apply_scale_options='FBX_SCALE_NONE',
    axis_forward='-Z',
    axis_up='Y',
    use_mesh_modifiers=True,
    mesh_smooth_type='OFF',
    use_tspace=True,
    embed_textures=False,
    path_mode='COPY'
)

Pre-Export Checklist

Before exporting any tile, verify:

  1. Identity transforms — Object Location=(0,0,0), Rotation=(0,0,0), Scale=(1,1,1)
  2. Clean geometry — No loose vertices, non-manifold edges removed if needed
  3. UVs present — Top-down orthographic projection applied
  4. Correct selection — Only the target tile object is selected
  5. Naming — Object named Tile_X-Y matching grid position

Batch Export Pattern

For each tile object in the scene:

import bpy

for obj in bpy.data.objects:
    if not obj.name.startswith("Tile_"):
        continue

    # Deselect all, select this tile
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj

    # Verify identity transform
    assert obj.location.length < 0.001, f"{obj.name} has non-zero location!"
    assert abs(obj.scale.x - 1.0) < 0.001, f"{obj.name} has non-unit scale!"

    # Export
    filepath = f"/path/to/output/{obj.name}.fbx"
    bpy.ops.export_scene.fbx(
        filepath=filepath,
        use_selection=True,
        apply_scale_options='FBX_SCALE_NONE',
        axis_forward='-Z',
        axis_up='Y',
        use_mesh_modifiers=True,
        mesh_smooth_type='OFF',
        use_tspace=True,
        embed_textures=False
    )

Read the full file on GitHub · 86 lines

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 · 86 lines · 45 tokens per session scan A 6e2f23aae75c

Subscribe to this mod's changes

tile-export-pipeline is a skill published in the GitHub repository jenkinsm13/metashape-mcp (34 stars, last pushed 4mo ago), licensed MIT. It adds 45 tokens to every session and 771 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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