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SKILL.md

blender-game-optimization

Agent skill fromEL4CTEO/blender-skills

Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget.

How to install blender-game-optimization

install blender-game-optimization
# install the blender-skills pack with the skills CLI
npx skills add EL4CTEO/blender-skills

# or add only this skill to Claude Code: copy the folder

skills/blender-game-optimization/

# into

~/.claude/skills/blender-game-optimization/ (all projects)

.claude/skills/blender-game-optimization/ (one project)

skills/blender-game-optimization/SKILL.md

MITFull file
1# Game Optimization
2
3The execution model is in `blender-core`. Always re-run `blender-asset-qa` after optimizing.
4
5## Procedure
61. **Measure**: `scripts/mesh_stats.py -- --objects ... --budget mobile|roblox|web|vr|console|pc`. It returns tris, estimated draw calls, materials, texture VRAM, bones, and the over-budget items.
72. **Clean**: `make_lods.py --cleanup` (merge by distance 0.1 mm, dissolve degenerate, delete loose). Remove hidden faces: back-to-back faces and faces under other parts (`qa_check` → `back_to_back`, plus manual xray).
83. **Reduce in this order** (cheapest visual loss first): hidden/interior geometry → unnecessary edge loops on flat areas (Limited Dissolve 1–5°) → over-segmented cylinders → Decimate → bake detail to normals (`blender-texture-baking`).
94. **Materials**: merge to 1–2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call.
105. **LODs**: `scripts/make_lods.py -- --objects SM_X --rename` creates `_LOD1.._LOD3` at 50/25/12.5%. Check every LOD silhouette with `look`/`review_shots`.
116. **Re-measure**, then QA, then export (`blender-export-pipelines`).
12
13## Budgets (guidance per asset, 2026)
14| Platform | Hero char tris | Prop tris | Mats/asset | Max texture | Bones |
15|---|---|---|---|---|---|
16| Mobile | 5–15k | 0.3–3k | 1–2 | 1024 | ≤75 |
17…

Excerpt shown under the repository's MIT license.

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