From blender-mcp
Batch FBX export with game-engine golden rules, pre-export checklist, and post-export verification.
npx claudepluginhub jenkinsm13/claude-plugins --plugin better-blender-mcpThis skill uses the workspace's default tool permissions.
Export processed terrain tiles as FBX files ready for game engine import. Enforces strict conventions to prevent common import issues.
Guides Next.js Cache Components and Partial Prerendering (PPR): 'use cache' directives, cacheLife(), cacheTag(), revalidateTag() for caching, invalidation, static/dynamic optimization. Auto-activates on cacheComponents: true.
Guides building MCP servers enabling LLMs to interact with external services via tools. Covers best practices, TypeScript/Node (MCP SDK), Python (FastMCP).
Share bugs, ideas, or general feedback.
Export processed terrain tiles as FBX files ready for game engine import. Enforces strict conventions to prevent common import issues.
These are NON-NEGOTIABLE for every export:
apply_scale_options = "FBX_SCALE_NONE" - photogrammetry tiles are already in real-world metersaxis_forward = "-Z", axis_up = "Y" - standard Blender-to-game-engine conventionuse_tspace = True - tangent space for normal mapsmesh_smooth_type = "OFF" - no auto-smooth on photogrammetry meshesRun these checks before exporting:
get_transforms)save_file)If any check fails, fix the issue before proceeding.
get_transforms on all tile objects - verify identityget_mesh_stats on each tile - verify faces > 0, has UVsave_filebatch_export(directory="/path/to/output", format="fbx")output_directory/
├── Tile_0-0.fbx
├── Tile_0-1.fbx
├── Tile_1-0.fbx
├── Tile_1-1.fbx
└── ...