Skill-Details
blender-export
Core Blender export and asset packaging support.
Vor Nutzung prüfen
Die automatische Prüfung bewertet Relevanz, nicht Sicherheit oder Empfehlung. Lies vor der Nutzung die Quellanweisungen.
SKILL.md
Dieser Auszug wurde bei der Prüfung gespeichert. Die externe Quelle enthält die vollständige und aktuelle Version.
---
name: blender-export
description: Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
when_to_use: Any export to a non-.blend format, packaging for game engines, web, AR, or 3D printing.
allowed-tools: Read Bash mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info
---
# 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)
```python
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)
```python
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)}")
```
Then re-export. Iterate ratio until file size fits target.
### Recipe 3 — FBX export (game engines)
```python
import bpy
bpy.ops.export_scene.fbx(
filepath='/tmp/output.fbx',
use_selection=False,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_ALL',
bake_space_transform=True, # critical: applies rotation to mesh
object_types={'MESH', 'ARMATURE', 'EMPTY'},
use_mesh_modifiers=True,
mesh_smooth_type='FACE',
use_armature_deform_only=True,
bake_anim=True,
bake_anim_use_all_bones=True,
bake_anim_use_nla_strips=True,
bake_anim_use_all_actions=True,
bake_anim_force_startend_keying=True,
embed_textures=True, # critical: embed textures into FBX
path_mode='COPY',
axis_forward='-Z',
axis_up=Vollständige Quelle auf GitHub lesen (öffnet externe Seite)