From metashape-mcp
Exports photogrammetry terrain tiles from Blender to game-ready FBX for Unity, Unreal, Godot using bpy with strict transform, scale, and axis rules.
How this skill is triggered — by the user, by Claude, or both
Slash command
/metashape-mcp:tile-export-pipelineThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Export photogrammetry terrain tiles from Blender to FBX for game engines (Unreal, Unity, Godot). Enforces strict rules for transforms, scale, and axis conventions to ensure tiles load correctly.
Export photogrammetry terrain tiles from Blender to FBX for game engines (Unreal, Unity, Godot). Enforces strict rules for transforms, scale, and axis conventions to ensure tiles load correctly.
Tile_X-Y where X-Y are grid coordinates.bpy.ops.export_scene.fbx(
filepath="/path/to/output/Tile_X-Y.fbx",
use_selection=True,
apply_scale_options='FBX_SCALE_NONE',
axis_forward='-Z',
axis_up='Y',
use_mesh_modifiers=True,
mesh_smooth_type='OFF',
use_tspace=True,
embed_textures=False,
path_mode='COPY'
)
Before exporting any tile, verify:
Tile_X-Y matching grid positionFor each tile object in the scene:
import bpy
for obj in bpy.data.objects:
if not obj.name.startswith("Tile_"):
continue
# Deselect all, select this tile
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
# Verify identity transform
assert obj.location.length < 0.001, f"{obj.name} has non-zero location!"
assert abs(obj.scale.x - 1.0) < 0.001, f"{obj.name} has non-unit scale!"
# Export
filepath = f"/path/to/output/{obj.name}.fbx"
bpy.ops.export_scene.fbx(
filepath=filepath,
use_selection=True,
apply_scale_options='FBX_SCALE_NONE',
axis_forward='-Z',
axis_up='Y',
use_mesh_modifiers=True,
mesh_smooth_type='OFF',
use_tspace=True,
embed_textures=False
)
FBX_SCALE_NONE — any other option will bake Blender's scale factor.npx claudepluginhub jenkinsm13/claude-plugins --plugin metashape-mcpDefines export, scale, pivot, and naming conventions for 3D assets so models import correctly without per-asset fixes. Use when multiple artists or DCC tools feed the same project.
Exports Blender 3D models and animations to web-optimized glTF via Python bpy scripts. Handles batch processing, asset optimization, texture baking, model compression for Three.js and Babylon.js.
Guides UV mapping, texture atlas generation, color calibration, and quality optimization in Metashape MCP for 3D meshes. Used after mesh building to address blurry seams, ghosting, color shifts, and artifacts via MCP server.