arjun988/blender-skills

unreal-export

Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/arjun988/blender-skills --skill unreal-export

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Unreal Export

UE-ready FBX. Correct centimeter scale awareness. UCX collision. LOD and socket naming.

When to Use

  • Static mesh or skeletal mesh to Unreal
  • UCX/UCLX collision export
  • LOD chain import
  • Socket / pivot setup for gameplay

Pre-Flight

  1. asset-optimization PASS
  2. lod-pipeline for LOD0–N
  3. collision-proxy for UCX meshes
  4. Apply scale; pivots at intended UE origin

Scale Note

Unreal is centimeter-based. Common approaches:

  • Model in meters in Blender, export FBX with unit conversion / 0.01 awareness per project pipeline
  • Or work to project-documented scale and verify with a 100cm reference

Always measure a known edge after import.

FBX Defaults (Static)

Selected Objects
Apply Scalings: FBX All
Forward: -Z Forward
Up: Y Up
Mesh: ON
Smoothing: Face

Naming for UE

TypePattern
Static meshSM_Name
SkeletalSK_Name
SkeletonSKEL_Name
LODSM_Name_LOD0 …
CollisionUCX_SM_Name_01
Socket emptySOCKET_Name

Collision

  • Prefer convex UCX pieces over complex mesh colliders
  • Multiple UCX meshes supported
  • See collision-proxy

Skeletal

  • UE mannequin-oriented proportions when required
  • Root bone; no leftover Blender deform leftovers
  • Export morph targets if needed (shape keys)

Verify in Unreal

  • [ ] Scale (door ~200cm, character ~180cm)
  • [ ] Collision wireframe
  • [ ] LODs auto-detected
  • [ ] Materials / texture sampling
  • [ ] Sockets transform

Constraints

MUST DO

  • Confirm scale with known-dimension test
  • Prefix collision with UCX_
  • Validate LODs and materials after import

MUST NOT DO

  • Export without collision plan for physics actors
  • Mix unit systems undocumented

Reference Guide

TopicReferenceLoad When
Unreal Checklistreferences/unreal-checklist.mdWhen needed
Ucx Namingreferences/ucx-naming.mdWhen needed

관련 작업

같은 저장소의 Skills

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