blender-export

blender-export is a skill for Claude Code from RobLe3/cc-blender-skill. It costs 176 tokens per session (3,639 once invoked), scanned A, original, MIT.

A Blender export guide for saving 3D scenes in formats used by websites, augmented reality, game engines, visual-effects tools, and 3D printers.

In plain words
What is it for?
Use it to export glTF or GLB, FBX, OBJ, USD, or STL files, including texture handling, axis conversion, polygon reduction, and target-platform checks.
Why use it?
Choosing the wrong file format or export setting can cause compatibility, texture, axis, or polygon problems in the next application.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to export glTF or GLB, FBX, OBJ, USD, or STL files, including texture handling, axis conversion, polygon reduction, and target-platform checks.

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Install with agentmods
npx agentmods add skills/roble3/cc-blender-skill/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 RobLe3/cc-blender-skill --skill blender-export
Clone the repo
git clone --depth 1 https://github.com/RobLe3/cc-blender-skill

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/roble3/cc-blender-skill/blender-export/github.svg)](https://agentmods.dev/skills/roble3/cc-blender-skill/blender-export)
Your own site
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-export"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/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/roble3/cc-blender-skill/blender-export"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-export.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 176 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,639 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
  • Socket pass 15 Sept 2026
  • Snyk pass 15 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 $0.00176 $0.03639
Opus 5.5 $0.00070 $0.01456
Sonnet 5.5 $0.00035 $0.00728
Haiku 4.5 $0.00018 $0.00364

Measured 10d ago against content hash 56b21cd6876b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 10d ago.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/collision_preflight.py, scripts/multires_bake_export.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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

Copies of this mod

1 near-identical copy found in the catalogue:

plugin/skills/blender-export/SKILL.md · 355 lines

How it starts

The opening of the file, as written. The whole thing — 355 lines — stays where its author put it; the contents beside it link to each section on GitHub.

MCP backend

Use when: Any export to a non-.blend format, packaging for game engines, web, AR, or 3D printing.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

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")

Read the full file on GitHub · 355 lines

Files

What ships with it

5 files 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. 10d ago Changed · +102 lines · +15 tokens per session 56b21cd6876b
  2. 1mo ago First seen · 253 lines · 161 tokens per session scan A d226627b03df

Subscribe to this mod's changes

blender-export is a skill published in the GitHub repository RobLe3/cc-blender-skill (118 stars, last pushed 10d ago), licensed MIT. It adds 176 tokens to every session and 3,639 once invoked, about $0.0007 per session on Opus 5.5. 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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