Blender Export Pipelines
Export assets from Blender 5.2 with verified presets for Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot and web (GLB, meshopt/Draco, WebP) and USD, with per-engine scale, axes, smoothing, tangents, leaf-bone and animation-clip rules, batch export and required post-export verification.
- What
- Export assets from Blender 5.2 with verified presets for Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot and web (GLB, meshopt/Draco, WebP) and USD, with per-engine scale, axes, smoothing, tangents, leaf-bone and animation-clip rules, batch export and required post-export verification.
- Cost
- Free
- Needs
- Before you start: read this whole install prompt, tell me in a few lines what this skill does and what installing it involves, and wait for my go-ahead before you do anything else.
- Install
- Copy the installer prompt below into your Muse — your agent does the rest.
Export assets from Blender 5.2 with verified presets for Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot and web (GLB, meshopt/Draco, WebP) and USD, with per-engine scale, axes, smoothing, tangents, leaf-bone and animation-clip rules, batch export and required post-export verification.
Version:
Install
Copy the install package below, then paste it into Muse📌 Pinned version: commit 71d031dThe install prompt below already includes the vetting steps: your agent follows the community checklist before installing anything with executable code. Want more?
- It can run commands on your Muse’s computer.
What the scan found — excerpts from the install prompt
- runs commands — Prérequis : Blender 5.2 LTS ou plus récent est requis pour UTILISER ce skill (l'installer, c'est seulement cop
Before you start: read this whole install prompt, tell me in a few lines what this skill does and what installing it involves, and wait for my go-ahead before you do anything else. Prerequisites: Blender 5.2 LTS or newer is required to USE this skill (installing it is only copying files, but every use runs Blender code inside Blender's own Python, bpy). No account, no API key, no paid service, and nothing is sent anywhere. SKILL.md says the execution model lives in the companion blender-core skill and that blender-asset-qa (and blender-game-optimization for budgets) should run before exporting; those companion skills are NOT installed by this listing, and this skill's own preset script can still be read and run on its own inside Blender. Optional external tools are named only in the references for work outside Blender (gltf-transform or gltfpack for further web compression, the Khronos glTF Validator and the gltf-viewer.donmccurdy.com page for validation); none of them is installed or contacted by this install, and any such use is a separate step I decide on later. This listing installs only the blender-export-pipelines skill: the other blender-* skills in the same repository are NOT installed. Install "blender-export-pipelines" for me. It exports assets out of Blender 5.2 with verified presets: Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX collision), Godot and web (GLB, meshopt/Draco, WebP), and USD, with the scale, axes, smoothing, tangents, leaf-bone, animation-clip and batch-export rules for each engine, plus a required post-export verification step. Repository: https://github.com/EL4CTEO/blender-skills (the skill is the whole skills/blender-export-pipelines/ folder at the pinned commit: SKILL.md, references/godot-web.md, references/roblox.md, references/unity.md, references/unreal.md, scripts/_bpyx.py, scripts/export_asset.py) Pinned version: install the code at commit 71d031dab8bc6729504d11a78cbe91945401045f exactly. Do not substitute a newer version. If this commit is unreachable, stop and tell me. 1. Clone https://github.com/EL4CTEO/blender-skills into a temporary folder, check out commit 71d031dab8bc6729504d11a78cbe91945401045f, and copy the skills/blender-export-pipelines/ folder from that checkout. Then compare every file in the folder with the fingerprints recorded for this listing on 2026-10-19: [FINGERPRINTS] - SKILL.md: SHA-256 b118b488f99bd5a2c45572bc78d76cb14cb6884d6fc00f8a7112a7b18f35896e - references/godot-web.md: SHA-256 a1de232e3abb1622968f7d531dc6d62aa5a5a7b6d4b97e0b18dd16dc52d6ff30 - references/roblox.md: SHA-256 9079cd534349ce5ea0034abd983cf849a19c0a08676b88486393fe8caab7e263 - references/unity.md: SHA-256 6ed7fbaa57f6d8d0bdf87438bfc442bb536465b05459ffebf72b75dfa238d080 - references/unreal.md: SHA-256 377e784aa26bf0f634039f31d33b8d47800708f5d280cc518030db4e0d7005bc - scripts/_bpyx.py: SHA-256 a3339ba8a678469e8ed29510e32a7331e0235202191ca4edb977af4720819b4b - scripts/export_asset.py: SHA-256 d30989025a2b06ed7f2241fd64b17aa1e554a92bf9178f601285ce78cc9d9760 If a file does not match, it changed since the listing was prepared: do not install it yet, tell me what you found and let me decide. 2. Read SKILL.md in full and tell me in plain words: what the skill does when used, which services it connects to, whether it reads or sends any personal information or keys, and anything that seems unusual. Stop on any red flag and tell me before going further. Confirm these points from the files: - The skill folder holds seven files: SKILL.md (5,094 bytes), four engine reference documents under references/ (roblox.md, unity.md, unreal.md, godot-web.md), and two Python scripts under scripts/ that run inside Blender (they import bpy). - Nothing is sent anywhere during installation itself; the only download at install time is the skill folder from GitHub at the pinned commit. The files name no account, no API key, no telemetry and no remote service, and neither script contains any network code (no HTTP, no sockets, no uploads) and neither reads any environment variable, key or credential. - scripts/export_asset.py is the one-call exporter: it takes a preset (roblox, roblox_gltf, unity, unity_skeletal, unreal, unreal_skeletal, godot, web, gltf, usd), the objects or collection I name, and an --out path I choose, then calls Blender's own FBX, glTF or USD exporter with the preset's verified settings (scale and axes conversion, triangulated meshes, tangents, deform bones only, no leaf bones), writes the exported file locally at that path, and verifies it: for .glb it parses the file back and returns a summary (meshes, materials, images, animations, skins, triangles, extensions), and it reports warnings such as unapplied scale or n-gons. scripts/_bpyx.py is the shared helper it imports (argument parsing after "--", one-line JSON output, object selection and mode helpers); it is a synced copy of the repository's shared/_bpyx.py. - At use time, everything runs locally in my own Blender, on files and objects I point you at: the universal pre-export checklist (scene unit scale 1.0 and applied object scale, pivot where the engine expects it, evaluated modifiers, custom normals, triangulation, image-texture Principled materials only, deform bones only with at most 4 weights per vertex, one named action per clip, unique ASCII names with no spaces), then the export, then the required verification (script result ok and file size, re-import of FBX/USD into an empty scene to check dimensions, armature scale 1 rather than 100, and action count, plus in-engine checks). The references name follow-up steps outside Blender only as advice for me (uploading a Roblox asset in Studio, recreating Unity materials, validating a GLB in an online viewer such as gltf-viewer.donmccurdy.com, or compressing further with gltf-transform/gltfpack): doing any of those would send or open my file outside my machine, so none of them happens as part of this install or automatically at use time; each is a separate step that only starts if I ask for it. No use is launched by this install. - The scope is export only: getting an asset out of Blender into Roblox, Unity, Unreal, Godot, web or USD form. Modeling, rigging, animation, QA and optimization belong to the other blender-* skills, which this listing does not install; the repository's own installer and Claude Code plugin install all 22 skills at once and are not the route used here. 3. When I say "yes, install", install it as a skill: copy the whole blender-export-pipelines folder into the agent's skills directory, in a folder named "blender-export-pipelines", keeping all seven files with their references/ and scripts/ subfolders. 4. Verify with no network calls: frontmatter valid, files in place. 5. Report what was installed, where, and what I still need to do myself (for example: install Blender 5.2 LTS or newer myself if I do not have it, install the companion blender-core, blender-asset-qa or blender-game-optimization skills separately if I want the full routed workflow, provide any .blend file and export destination myself, and decide myself about any external validator, viewer or upload; using the skill is a separate step that only starts when I ask for it). GitHub is optional: if I have a GitHub account or the gh CLI, you may use it; otherwise public access is fine. Never require it unless it's in the prerequisites above. Rules: don't touch anything outside the temp folder and the install target. If anything looks off, stop and ask me.
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Questions
How do I install a build?
Every product page includes a copy-paste install prompt. Paste it into your Muse and it sets the build up for you — no manual configuration.
Where does my money go?
Straight to the seller. Skill Harbor never processes payments: checkout happens on the seller’s own page, usually Stripe.
What does the ✓ next to a creator’s name mean?
It means we confirmed the identity of the person behind the listing. It says nothing about the code itself — always check a build before installing it.