Builds the LOD chain from the skinned LOD0 with collapse decimation that keeps UV seams, shape keys and renormalized skin weights, exports each LOD with the engine profile the asset contract names – glTF 2.0 binary for Godot and web, FBX with the correct axes, unit scaling and bone flags for Unity and Unreal.
Builds the LOD chain from the skinned LOD0 with collapse decimation that keeps UV seams, shape keys and renormalized skin weights, exports each LOD with the engine profile the asset contract names - glTF 2.0 binary for Godot and web, FBX with the correct axes, unit scaling and bone flags for Unity and Unreal - strips absolute texture paths, then re-imports each file in a clean Blender process and gates triangles, bones, shape keys, sockets, materials, scale and up axis against the source. Use when someone asks "make the LODs for this rigged character", "export the courier to glb for Godot", "what FBX settings does Unity need from Blender", "my character imports lying on its back", "the sockets disappeared after export". Use it after rigging and baking pass and before anyone imports the asset into the engine. Do NOT use for setting the triangle budgets - use game-asset-contract instead; for weight painting or bone fixes, use game-rig-and-skin; for the final readiness verdict, use asset-review-gates.This is the skill's description: the text your AI reads to decide when the skill applies.
This is the skill's header. The step-by-step instructions are paid content and aren't shown here.
lod-export-roundtrip/SKILL.md
---
name: lod-export-roundtrip
description: Builds the LOD chain from the skinned LOD0 with collapse decimation that keeps UV seams, shape keys and renormalized skin weights, exports each LOD with the engine profile the asset contract names - glTF 2.0 binary for Godot and web, FBX with the correct axes, unit scaling and bone flags for Unity and Unreal - strips absolute texture paths, then re-imports each file in a clean Blender process and gates triangles, bones, shape keys, sockets, materials, scale and up axis against the source. Use when someone asks "make the LODs for this rigged character", "export the courier to glb for Godot", "what FBX settings does Unity need from Blender", "my character imports lying on its back", "the sockets disappeared after export". Use it after rigging and baking pass and before anyone imports the asset into the engine. Do NOT use for setting the triangle budgets - use game-asset-contract instead; for weight painting or bone fixes, use game-rig-and-skin; for the final readiness verdict, use asset-review-gates.
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