
Blender Web Pipeline
Ship web-ready 3D from Blender using a preconfigured export template, PBR shader library, and glTF 2.0 (.glb) workflow before deployment.
Overview
Blender Web Pipeline is an agent skill for the Build phase that packages Blender templates, PBR shaders, and glTF export steps for web deployment.
Install
npx skills add https://github.com/freshtechbro/claudedesignskills --skill blender-web-pipelineWhat is this skill?
- Includes export_template.blend with optimized export settings, PBR setup, LOD examples, and UV guidance
- shader_library/ bundles web-optimized PBR, emissive, transparent, and metallic presets
- Documents File → Export → glTF 2.0 (.glb) and test-in-viewer-before-deploy gate
- Quick-start CLI: open template or factory-startup save-as for new projects
- Bundled Blender Python API quick reference for bpy automation (scene, objects, selection)
- shader_library lists 4 material types: basic PBR, emissive, transparent, metallic
Adoption & trust: 918 installs on skills.sh; 227 GitHub stars; 3/3 security scanners passed (skills.sh audits).
What problem does it solve?
You have Blender models but no consistent export template, shader presets, or pre-deploy web viewer check for glb assets.
Who is it for?
Indie builders shipping 3D on marketing sites, WebGL demos, or lightweight product viewers who already use Blender.
Skip if: Teams needing real-time multiplayer 3D netcode, film offline renders only, or pipelines that standardize on USD/FBX instead of glTF for web.
When should I use this skill?
You are preparing Blender scenes for web delivery with glTF 2.0 (.glb) and want template plus shader assets.
What do I get? / Deliverables
You get a repeatable .glb export path from export_template.blend and shader_library materials, validated in a web viewer before release.
- .glb exports
- Web-tested 3D assets
- Optional bpy scripts using the quick-reference patterns
Recommended Skills
Journey fit
Packaging Blender assets for the browser is product build work on the presentation layer, not launch or ops—canonical shelf is Build → Frontend. glTF export, LOD examples, and web viewer testing are directly tied to how 3D renders in a web client.
How it compares
Asset-and-template skill for Blender→glTF web delivery, not a generic npm frontend component generator.
Common Questions / FAQ
Who is blender-web-pipeline for?
Solo developers and designers exporting Blender work to the web via glTF, especially when you want shared templates instead of one-off export dialogs.
When should I use blender-web-pipeline?
Use it in Build → Frontend when creating or refreshing web 3D assets; also when prototyping in Validate if you need a quick glb proof in a browser viewer.
Is blender-web-pipeline safe to install?
Check the Security Audits panel on this Prism page; the skill is primarily local Blender assets and docs—review any bundled scripts or external URLs in the full SKILL.md before running automation.
SKILL.md
READMESKILL.md - Blender Web Pipeline
# Blender Web Pipeline Assets Template files and resources for Blender to web workflows. ## Included Assets ### export_template.blend Pre-configured Blender template with: - Optimized export settings - PBR material setup - LOD examples - Proper UV unwrapping ### shader_library/ Collection of web-optimized PBR shaders: - Basic PBR material - Emissive material - Transparent material - Metallic material ## Usage 1. Open `export_template.blend` in Blender 2. Replace placeholder geometry with your models 3. Use pre-configured materials from shader_library 4. Export using File → Export → glTF 2.0 (.glb) 5. Test in web viewer before deploying ## Quick Start ```bash # Open template blender export_template.blend # Or use as base for new projects blender --factory-startup export_template.blend --save-as mynewproject.blend ``` # Blender Python API Quick Reference Essential bpy (Blender Python) API commands for automation. ## Accessing Data ```python import bpy # Scene and Objects bpy.context.scene # Active scene bpy.data.objects # All objects bpy.data.objects['Name'] # Get object by name bpy.context.selected_objects # Selected objects bpy.context.active_object # Active object # Collections bpy.data.collections # All collections bpy.context.collection # Active collection # Materials and Textures bpy.data.materials # All materials bpy.data.images # All images/textures # Meshes bpy.data.meshes # All mesh data ``` ## Object Operations ```python # Selection bpy.ops.object.select_all(action='SELECT') # Select all bpy.ops.object.select_all(action='DESELECT') # Deselect all obj.select_set(True) # Select specific object # Transformation obj.location = (x, y, z) obj.rotation_euler = (rx, ry, rz) obj.scale = (sx, sy, sz) # Modifiers modifier = obj.modifiers.new(name='Name', type='TYPE') bpy.ops.object.modifier_apply(modifier='Name') # Duplication new_obj = obj.copy() new_obj.data = obj.data.copy() bpy.context.collection.objects.link(new_obj) ``` ## Mesh Editing ```python # Edit Mode bpy.ops.object.mode_set(mode='EDIT') # Common Operations bpy.ops.mesh.select_all(action='SELECT') bpy.ops.mesh.remove_doubles(threshold=0.0001) # Merge vertices bpy.ops.mesh.quads_convert_to_tris() # Triangulate bpy.ops.uv.smart_project() # UV unwrap # Return to Object Mode bpy.ops.object.mode_set(mode='OBJECT') ``` ## File Operations ```python # Open File bpy.ops.wm.open_mainfile(filepath='/path/to/file.blend') # Save File bpy.ops.wm.save_as_mainfile(filepath='/path/to/file.blend') # Import/Export bpy.ops.import_scene.obj(filepath='/path/to/model.obj') bpy.ops.export_scene.gltf(filepath='/path/to/model.glb') ``` # Blender glTF Export Complete Guide Reference guide for glTF 2.0 export settings and options in Blender. ## Export Format Options ```python export_format='GLB' # or 'GLTF_SEPARATE' or 'GLTF_EMBEDDED' ``` - **GLB**: Single binary file (recommended for web) - **GLTF_SEPARATE**: JSON + separate .bin + separate textures - **GLTF_EMBEDDED**: JSON with embedded Base64 data (large file) ## All Export Parameters ```python bpy.ops.export_scene.gltf( # File Settings filepath='/path/to/output.glb', export_format='GLB', # 'GLB', 'GLTF_SEPARATE', 'GLTF_EMBEDDED' # Include Settings use_selection=False, # Export selected objects only use_visible=False, # Export visible objects only use_renderable=False, # Export renderable objects only use_active_collection=False, # Export active collection only use_active_scene=False, # Export active scene only # Transform Settings export_yup=True, # Y-axis up (default for glTF) export_apply=False, # Apply modifiers (True recommended) # Data Settings export_texcoords=True, # UV coordinates export_normals=True, # Normals export_draco_mesh_compression_enable=False, # Enable Draco compression export_draco_mesh_compression_level=6, # 0-10 (higher = smaller + slower) export_draco_position_quantization=14,