Skip to main content
skill CX Codex

blender-export — Claude Code skill: export Blender scenes

Exports Blender scenes to glTF/GLB, FBX, OBJ, USD and STL with settings tuned to the target platform. Useful when a model has to ship to Unity, the web or a 3D printer.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add RobLe3/cc-blender-skill --skill blender-export -a claude-code
Open on GitHub

What blender-export does

The skill picks a format and export flags based on where the model is going: glTF/GLB for web and AR, FBX for game engines, OBJ for plain geometry exchange, USD for VFX pipelines, STL for 3D printing. It ships a format decision tree and ready recipes of bpy.ops calls with concrete flags. For an unknown target it suggests glTF/GLB.

Separate recipes cover the usual breakage. Decimate cuts polygon count when the file overshoots the size limit. For FBX, bake_space_transform and embed_textures matter — skip them and the model arrives in the engine rotated or without textures. For STL the skill flags the watertight mesh requirement and the fact that the format carries no units.

Everything runs through a Blender MCP server: the skill calls execute_blender_code and inspects the scene with get_scene_info and get_objects_summary. Before the first Blender call it tells you to read the MCP backend reference and then stay on the chosen backend for the whole task. Only Principled BSDF materials survive export cleanly — procedural shaders get dropped or simplified, so it is worth checking the scene first.

What it helps with

  • export a scene to GLB for Three.js or model-viewer
  • produce an FBX with animation and embedded textures for Unity
  • run Decimate to shrink a model until the file fits the size limit
  • prepare a watertight mesh and save it as STL for printing
  • fix axis and scale so the model does not arrive rotated 90°

Example prompts for the agent

  • export this scene to GLB for the web
  • make an FBX for Unreal with animation and textures embedded
  • the model is too heavy — run Decimate and rebuild the GLB

How to install blender-export

1Skills CLI (Vercel)

npx skills add RobLe3/cc-blender-skill --skill blender-export -a claude-code

2Manually: put the files in place

~/.claude/skills/blender-export/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/blender-export/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about blender-export

How do I install blender-export in Claude?

Run npx skills add RobLe3/cc-blender-skill --skill blender-export -a claude-code. The skill lands in ~/.claude/skills/blender-export/SKILL.md.

What does blender-export do?

It exports Blender scenes to glTF/GLB, FBX, OBJ, USD and STL, choosing settings for the target platform. It also handles polygon reduction, axis conversion and target-platform validation.

What does the skill need to run?

A Blender MCP server: the skill calls execute_blender_code and reads the scene through get_scene_info. Before the first call it asks you to read the MCP backend reference.

Source text

SKILL.md · MIT
---
name: blender-export
description: Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, 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".
allowed-tools: Read Bash mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info mcp__blender__get_objects_summary mcp__blender__get_object_detail_summary mcp__blender__render_viewport_to_path mcp__blender__search_api_docs mcp__blender_official__execute_blender_code mcp__blender_official__get_objects_summary mcp__blender_official__get_object_detail_summary mcp__blender_official__render_viewport_to_path mcp__blender_official__search_api_docs
---


## 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](../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)

```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']
if obj.type != 'MESH':
    raise ValueError('Decimation requires a mesh')
selected = list(bpy.context.selected_objects)
active = bpy.context.view_layer.objects.active
mode = active.mode if active else 'OBJECT'
try:
    if mode != 'OBJECT':
        bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    mod = obj.modifiers.new('Decimate', type='DECIMATE')
    mod.decimate_type = 'COLLAPSE'
    mod.ratio = 0.7    # keep 70% of faces; lower = more reduction
    bpy.ops.object.modifier_apply(modifier=mod.name)
finally:
    bpy.ops.object.select_all(action='DESELECT')
    for item in selected:
        item.select_set(True)
    bpy.context.view_layer.objects.active = active
    if mode != 'OBJECT':
        bpy.ops.object.mode_set(mode=mode)

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='Y',
)
print('export:fbx')
```

**Common FBX gotchas**:
- Model rotated 90° in target → check `axis_up='Y', axis_forward='-Z'`
- Model 100× too large → Apply Transform on the object before export
- Textures missing → `embed_textures=True, path_mode='COPY'`
- Animation only plays one action → use NLA + bake all actions

### Recipe 4 — OBJ export (simple / universal)

```python
import bpy

bpy.ops.wm.obj_export(
    filepath='/tmp/output.obj',
    export_animation=False,
    apply_modifiers=True,
    export_eval_mode='DAG_EVAL_VIEWPORT',
    export_uv=True,
    export_normals=True,
    export_materials=True,
    export_triangulated_mesh=False,
    forward_axis='NEGATIVE_Z',
    up_axis='Y',
)
print('export:obj')
```

OBJ has no animation, no rigging, basic material support only. Use for simple geometry exchange.

### Recipe 5 — STL export (3D printing)

```python
import bpy

bpy.ops.wm.stl_export(
    filepath='/tmp/output.stl',
    ascii_format=False,    # binary STL (smaller, faster)
    apply_modifiers=True,
)
print('export:stl')
```

**Critical for STL**:
- Mesh must be **watertight** (no holes, no flipped normals, no internal faces).
- Pre-export: in Edit Mode, run `Mesh → Clean Up → Make Manifold`.
- STL has NO units — most slicers assume mm. Set Blender scene units to mm before modeling.
- STL has NO color/material — single-color grey only.

### Recipe 6 — USD export (VFX pipeline)

```python
import bpy

bpy.ops.wm.usd_export(
    filepath='/tmp/scene.usdc',
    export_animation=True,
    export_uvmaps=True,
    export_normals=True,
    export_materials=True,
    use_instancing=True,
    export_textures=True,
    overwrite_textures=True,
)
print('export:usd')
```

USD variants:
- `.usd` — text-based (debuggable, large)
- `.usdc` — binary (compact, fast — **default choice**)
- `.usda` — ASCII (human-readable, larger)
- `.usdz` — zipped USD with all assets (Apple AR / iOS)

### Recipe 7 — Pre-export checklist (run before any export)

```python
import bpy

# 1. Apply transforms (rotation + scale baked into geometry)
obj = bpy.data.objects['GEO-target']
bpy.context.view_layer.objects.active = obj
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)

# 2. Recompute normals
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.object.mode_set(mode='OBJECT')

# 3. Apply modifiers (some exporters keep them, but for portability apply before export)
# Already done via export_apply=True / use_mesh_modifiers=True flags

# 4. Verify mesh stats
mesh = obj.data
print(f"export_check:{obj.name} verts:{len(mesh.vertices)} faces:{len(mesh.polygons)}")
```

### Recipe 8 — Verify exported file

```python
import os

filepath = '/tmp/output.glb'
if not os.path.exists(filepath):
    print(f"ERROR:not_found {filepath}")
else:
    size_mb = os.path.getsize(filepath) / (1024 * 1024)
    print(f"verified:{filepath} {size_mb:.2f}MB")
```

Always verify after export. Use the host's shell tool: `ls -la /tmp/output.glb`.

### Recipe 9 — Unreal collision meshes

Export a separate collider with the render mesh in the **same FBX**. Its name must
match the render mesh exactly: `SM_Chair` → `UCX_SM_Chair_01`, `_02`, and so on.
For existing `GEO-` names, derive the collider name from that actual name; do not
rename the render mesh just to fit an example.

| Prefix | Required shape |
|--------|----------------|
| `UCX_` | One closed, outward-wound convex hull |
| `UBX_` | Rectangular box, not deformed geometry |
| `USP_` | Sphere, not a stretched ellipsoid |
| `UCP_` | Cylinder with hemispherical ends |

Use several simple hulls for concave props: one hull around a table blocks the
space underneath. Derive positions from geometry, not hand-entered guesses.
A face-plane convexity test alone accepts open or empty meshes; it is not an export
gate. Use `scripts/collision_preflight.py` to inspect the **evaluated** collider,
check names/closedness/winding/volume/convexity, and export only the intended objects.
It rejects rather than repairs invalid geometry and preserves selection/mode.

```python
import bpy, runpy
# Substitute the installed helper path; load inside Blender, not ordinary Python.
helpers = runpy.run_path('/absolute/path/to/blender-export/scripts/collision_preflight.py')
mesh = bpy.data.objects['SM_Chair']
colliders = [bpy.data.objects['UCX_SM_Chair_01']]
result = helpers['export_collision_fbx'](mesh, colliders, '/tmp/chair_collision.fbx')
print(result)
```

The primitive checks cover local-axis authored boxes/spheres/capsules; use `UCX_`
for shapes outside those constraints. Boxes/spheres are unsuitable for a
non-uniformly scaled render object. Use a new output path rather than overwriting.
Only one render mesh per collision FBX is supported by this helper.

**Engine-side behavior is not yet validated.** Epic documents these conventions,
but an Unreal import must verify hull count, openings, scale, and collision before
claiming engine acceptance. Missing custom collision may instead trigger automatic
collision generation; do not assume every importer configuration behaves alike.

### Recipe 10 — Multires: bake to the cage, then export

A live Multires modifier may export every evaluated subdivided face or omit sculpt
geometry, depending on exporter settings. For a low-poly asset, bake the detailed
surface to a normal map and export level 0. A 30-face cage at level 8 is approximately
2 million faces.

Use `scripts/multires_bake_export.py` for a single-material target with UVs, an active
Image Texture holding a **Non-Color** bake image, and exactly one enabled Multires
modifier **last in the stack**. The helper sets viewport level **0 before baking**,
keeps it there through FBX export, saves/connects the normal map, and then restores
selection, active object, mode, bake settings, engine, and subdivision levels.
Use a single-user material and bake image. It does not overwrite an existing normal
connection or accepted output files.

```python
import bpy, runpy
helpers = runpy.run_path('/absolute/path/to/blender-export/scripts/multires_bake_export.py')
result = helpers['bake_export_cage'](
    bpy.data.objects['GEO-target'], '/tmp/target_normal.png', '/tmp/target_cage.fbx')
print(result)
```

A saved normal map/material connection is the intended change. On failure,
generated files remain failure evidence; the helper restores temporary state and
removes its new normal connection. Use new paths for a retry. To include colliders,
pass an `export_fbx` callback that calls `export_collision_fbx` **inside** this helper's
level-0 context; see [references/unreal-export.md](references/unreal-export.md).
Do not re-export after subdivision levels have been restored, or add ordinary meshes
to the bake selection.

The helper detects the installed 5.x/4.x bake-property layout rather than assuming
a spelling. **Live validation is on Blender 5.1.1; Blender 4.x and Unreal imports
remain unverified.** Normal maps preserve surface shading, not silhouette changes.

## Polycount targets per platform

| Platform | Target | Notes |
|----------|--------|-------|
| Web (glTF) | ≤ 30 000 tris | Mobile-safe |
| Hero web asset | ≤ 60 000 tris | Desktop OK |
| Unity / Unreal hero | 50 000–100 000 tris | High-end |
| Mobile game | ≤ 10 000 tris | Per asset |
| AR USDZ | ≤ 50 000 tris | iOS recommendation |
| 3D print | unlimited | But export size matters |

## Common pitfalls

| Symptom | Fix |
|---------|-----|
| FBX has no textures | Set `embed_textures=True, path_mode='COPY'` |
| Procedural material missing in glTF | Bake to image textures first; use only Principled BSDF |
| Game engine: model rotated 90° | FBX: `axis_up='Y', axis_forward='-Z'`; glTF: `export_yup=True` |
| Game engine: model 100× too large | Apply Transform; check unit scale |
| OBJ won't import elsewhere | Stick to ASCII filenames |
| STL won't print | Make Manifold; recompute normals |
| GLB > 15 MB | Apply Decimate (Recipe 2); reduce textures to 1024×1024 |
| Bone count exceeded | Limit weights to 4 per vertex; reduce bone count |
| Animation didn't export | glTF: `export_animations=True`; FBX: `bake_anim=True` |
| Unreal: missing/wrong custom collision | Check names, convex closed hulls, and same-file selection (Recipe 9); inspect the import in Unreal |
| Multires bake fails with a misleading multi-resolution error | Keep Multires last and isolate the target selection (Recipe 10) |
| Baked normals disagree with exported cage | Set viewport level 0 **before** baking, not just before export |
| FBX unexpectedly contains millions of faces | Viewport `levels` controls evaluated Multires export, not `total_levels` |
| Unreal: no smoothing-group information | Use `mesh_smooth_type='FACE'`; then verify inside Unreal |

## When to load `references/overview.md`

Load when:
- Multi-format batch export needed
- Asset Browser / library override workflow
- USDZ for Apple AR specifics
- Game engine roundtrip troubleshooting (Unity/Unreal-specific quirks)
- LOD generation strategy

The reference covers: per-format pitfalls, asset browser workflow, library overrides for production, USD composition, polycount targets per platform.

© RobLe3 · MIT · RobLe3/cc-blender-skill

Similar skills

Everything for Game dev and 3D: Unity, Unreal, Godot, Blender →

From the same set23

blender-materials Creates and assigns PBR materials in Blender through Principled BSDF: metals, glass, plastic, fabric, skin. Useful when the request is “make it look like copper” or “matte finish”. CX Codex +1 1,600installs blender-pro-workflow This skill sets the order for building a Blender scene, from block-out and camera to render and export. Useful when one request spans modeling, lighting and materials. CX Codex +1 1,300installs blender-animation A skill that lets your coding agent keyframe, ease and morph objects in Blender through an MCP server. CX Codex +1 1,300installs blender-rendering Configures Cycles and EEVEE engines in Blender, managing samples, denoising, and AgX color transforms. Useful when asking an agent to produce renders or animations. CX Codex +1 1,300installs reference-to-3d Builds a Blender model from reference sheets, texture atlases and orthographic views when matching the source matters more than a plausible object. CX Codex +1 1,300installs blender-lighting Configures studio, outdoor, and cinematic lighting in Blender scenes using automated Python recipes via MCP. CX Codex +1 1,200installs blender-cameras Configures Blender cameras using cinematic rules: sets focal length, f-stop depth of field, tracking constraints, and auto-frames subjects. CX Codex +1 1,100installs blender-uv-texturing A skill for UV unwrapping, atlas mapping and map baking in Blender. Useful when a supplied texture pack has to sit on the mesh without stretching. CX Codex +1 1,100installs

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor