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Export Pipeline
Verified, engine-ready exports. Correct scale, axis, pivots, and data.
When to Use
- Final asset delivery
- Engine import preparation
- Animation/rig export
- Batch export of modular kits
Pre-Export Gate
Required: asset-optimization validation PASS before export.
Workflow
Validation PASS → Export Settings → Test Export → Engine Verify
→ Fix Issues → Final Export → DocumentationFormat Selection
| Format | Best For |
|---|---|
| FBX | Unreal, Unity (legacy), animation |
| GLTF/GLB | Web, Godot, modern Unity |
| OBJ | Static mesh interchange (no rig) |
| USD | Pipelines, VFX, multi-asset |
| Alembic | VFX caches, sculpt animation |
FBX Settings (Game Default)
Scale: 1.0
Apply Scalings: FBX All
Forward: -Z Forward
Up: Y Up
Apply Unit: ON
Mesh: ON
Armature: ON (if rigged)
Bake Animation: ON (if animated)
Path Mode: Copy (embed textures)GLTF Settings
Format: GLB (single file) or GLTF Separate
Include: Selected Objects
Transform: +Y Up
Compression: Draco (if supported by engine)Export Verification Matrix
| Check | Method |
|---|---|
| Scale | Measure known dimension in engine |
| Pivot | Verify floor contact / grip point |
| Forward axis | Compare to engine convention |
| Normals | Check shading in engine |
| Materials | Verify slot count and textures |
| Animation | Play action in engine |
| Collision | Import COL_ mesh separately |
Engine-Specific Notes
Unreal Engine
- Scale 1.0 = 1cm in UE (confirm project; may need 0.01 export scale)
- Import normals and tangents
- Separate collision mesh import
- LOD naming for auto-LOD:
SM_Asset_LOD0
Unity
- Scale 1.0 typically correct
- GLTF preferred for modern pipelines
- Humanoid rig mapping for characters
Godot
- GLTF/GLB preferred
- +Y up default
Collision Export
1. Export render mesh separately from collision
2. Collision: simple convex or box
3. Name: SM_Asset_COL
4. No materials on collision mesh
5. Apply transforms before exportAnimation Export
- Single action per export file (or document action list)
- Sample rate: 30fps default
- Bake constraints before export
- Include armature + skinned mesh in same file
- No unapplied scale on rig
Batch Export (Modular Kits)
1. Select COL_Export collection
2. Export each module OR combined atlas per project spec
3. Maintain consistent origin per module type
4. Document grid snap points in READMEMCP Integration
- Select export collection via MCP
- Configure export settings via MCP
- Execute export via MCP
- Verify output file exists
- Log export settings in delivery documentation
Delivery Documentation Template
## Export Package: [Asset Name]
**Format:** FBX / GLTF
**Scale:** 1 Blender unit = 1 meter
**Forward:** -Y / +X (document actual)
**Files:**
- SM_Asset.fbx
- T_Asset_BC.png, T_Asset_N.png, ...
**Import Notes:**
- [Engine-specific steps]
**Validation:** PASS — [date]Constraints
MUST DO
- Pass asset-optimization before export
- Apply transforms on export objects
- Test import in target engine
- Document scale and axis conventions
- Export collision separately for games
MUST NOT DO
- Export with unapplied scale
- Export without validation
- Mix collision and render in same export without documentation
- Assume default FBX settings work for all engines
- Export all modifiers without testing engine result
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Engine import | references/engine-import.md | First import test |
| Validation | ../references/validation-checklist.md | Pre-export gate |

