sandraschi/blender-mcp · Archived

pipeline-automation

Automate 3D asset pipelines, including batch optimization, material baking, and exports for platforms like Unity and VRChat.

First seen Jun 30, 2026

Installation

$ npx skills add sandraschi/blender-mcp --skill pipeline-automation

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 37
License LICENSE
Default branch main
Open issues 2
Status Archived

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 2,629 B
  • docs SUMMARY.md 151 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 3 installs

SKILL.md

Pipeline Automation Skill

Description: 3D pipeline technical artist skill for batch processing multiple assets with consistent optimization settings. Covers batch rendering, asset pipeline, format conversion, headless batch operations, material baking, and platform-specific export configurations.

Trigger Phrases

  • "Batch optimize all assets for [platform]"
  • "Export the entire scene for Unity"
  • "Bake materials on all selected objects"
  • "Convert all FBX files to GLB"
  • "Run headless batch render on all cameras"
  • "Set up a render farm job for this scene"
  • "Apply LODs to all high-poly meshes"

Tools

  • intelligent3dprocessing(prompt="...") — Multi-step batch processing with natural language prompt. Handles decimation, material unlinking, export, and optimization.
  • optimize3dscene(targetplatform="...", decimationratio=0.5) — Get an optimization plan for a specific platform (Unity, Unreal, VRChat, Web).
  • batchrender(outputpath="...", format="PNG", cameras=["..."]) — Batch render all or selected cameras.
  • convertformat(inputpath="...", output_format="glb", ...) — Convert between 3D formats (FBX, GLB, OBJ, STL, BLEND).
  • applymodifier(modifiertype="decimate", ratio=0.5) — Apply geometry modifiers in batch.

Workflow

  1. Target identification: Determine target platform — Unity (Prefab + FBX/GLB), Unreal (FBX + LODs), VRChat (GLB + optimized mesh), Web (GLB with compression).
  2. Plan generation: Use optimize3dscene(target_platform="...") to get per-platform optimization guidelines (poly count budgets, texture sizes, material limits).
  3. Batch execution: Use intelligent3dprocessing(prompt="...") to execute decimations, material unlinking, and export in one pass. Specify the platform's format requirements.
  4. Verification: Check export paths and file formats match platform specs. Validate poly counts and texture references.

Examples

Batch Optimization

"Optimize all meshes in the scene for VRChat and export as GLB." → optimize3dscene(targetplatform="vrchat") → intelligent3d_processing(prompt="Batch decimate to 50% and export as GLB for VRChat")

Render Farm

"Batch render all cameras to PNG at 4K." → batchrender(cameras=["all"], outputpath="//render/exports", format="PNG", resolution="4K")

Format Pipeline

"Convert all FBX props to GLB for web." → convertformat(inputpattern="*.fbx", output_format="glb")