Agent Skills › EL4CTEO/blender-skills › blender-game-optimization

blender-game-optimization

GitHub

针对Blender资产进行实时引擎优化,涵盖多平台三角面、材质、纹理及骨骼预算控制。提供测量、清理、LOD生成、网格简化及材质合并流程,确保性能达标并减少Draw Call。

skills/blender-game-optimization/SKILL.md EL4CTEO/blender-skills

Trigger Scenarios

游戏资产性能优化 跨平台资源适配 导出前资产检查

Install

npx skills add EL4CTEO/blender-skills --skill blender-game-optimization -g -y
More Options

Use without installing

npx skills use EL4CTEO/blender-skills@blender-game-optimization

指定 Agent (Claude Code)

npx skills add EL4CTEO/blender-skills --skill blender-game-optimization -a claude-code -g -y

安装 repo 全部 skill

npx skills add EL4CTEO/blender-skills --all -g -y

预览 repo 内 skill

npx skills add EL4CTEO/blender-skills --list

SKILL.md

Frontmatter
{
    "name": "blender-game-optimization",
    "license": "MIT",
    "metadata": {
        "author": "blender-agent-skills",
        "version": "1.2.0"
    },
    "description": "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."
}

Game Optimization

The execution model is in blender-core. Always re-run blender-asset-qa after optimizing.

Procedure

  1. 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.
  2. 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).
  3. 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).
  4. Materials: merge to 1–2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call.
  5. 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.
  6. Re-measure, then QA, then export (blender-export-pipelines).

Budgets (guidance per asset, 2026)

Platform Hero char tris Prop tris Mats/asset Max texture Bones
Mobile 5–15k 0.3–3k 1–2 1024 ≤75
Roblox body ≤10,742 (head 4k, torso 1.75k, limb 1,248); accessory/clothing 4k ≤20k per MeshPart 1 (SurfaceAppearance) 1024 (PBR), 4k max R15 + optional
Web (three.js/Babylon) 10–30k 1–10k 1–2 2048 ≤100
Standalone VR (Quest) 10–40k 1–10k 1–3 2048 ≤100
Console / PC 50–150k 5–50k 2–6 4096 150–300
UE5 Nanite (static) — millions OK few 4096+ n/a
Whole-scene limits matter more than single assets: mobile ≈ 100–300k tris visible and < 100–200 draw calls; PC ≈ millions of tris and < 2–5k draw calls.

Decimate modes

Mode Use Notes
COLLAPSE (ratio) organic, scans, LODs use_symmetry, vertex group factor to protect faces/hands; triangulates
UNSUBDIV (iterations) meshes made by subdividing quads restores the quad grid cleanly
DISSOLVE (planar, angle) hard-surface / CAD delimit {"SEAM","SHARP","MATERIAL","UV"}; keeps the silhouette, makes n-gons → triangulate on export
Protect UV seams and silhouette: decimate a copy, then compare. If UVs tear at LOD1, the ratio is too aggressive for that topology, so re-unwrap or use a manual LOD.

The hidden cost: vertex splits

GPU vertex count = unique (position, normal, UV, color) combinations. Every UV seam and hard edge duplicates vertices, so engine vertex counts are often 1.5–3× Blender's. Minimize seams where they aren't needed, keep hard edges = seams (so the split happens once), and don't add vertex colors or extra UV sets you don't use.

LOD rules

  • Halve the tris per level. Switch at screen size ~0.5 / 0.25 / 0.125 (UE "Screen Size", Unity LOD Group %, Godot lod_bias auto).
  • LODs keep the same materials (or fewer: merge them at LOD2+), same pivot, same bounds.
  • Skeletal LODs: remove finger/face bones at LOD2+ (the engine bone-reduction tools handle this). Keep the skinning on the same skeleton.
  • Far LOD / foliage: impostor/billboard. Unreal Nanite (static, opaque/masked) and Godot's auto mesh LOD can replace a hand-made chain.
  • Roblox: no manual LODs. RenderFidelity=Automatic does it. Keep each MeshPart ≤ 20k tris and use a simple CollisionFidelity (Box/Hull) for non-walkable parts.

Draw calls and batching

  • Merge static meshes that share a material and are always seen together (join objects). Don't merge across large areas, because that defeats frustum/occlusion culling.
  • Instancing: repeated objects as linked duplicates (Alt+D, shared mesh) or collection instances. They export as instances (glTF EXT_mesh_gpu_instancing with export_gpu_instances) or as one mesh + transforms in the engine.
  • Atlases/trim sheets: put many props on one texture set. Trim sheets let walls, panels and pipes share one 2k material.
  • Texture memory (upper bound, uncompressed RGBA8 + mips): 1k = 5.3 MB, 2k = 21 MB, 4k = 85 MB. Engines compress (BC7/ASTC ≈ 4–8×). Pack grayscale maps into ORM channels to cut it 3×.

Collision

Keep collision separate and simple: boxes/convex hulls of ≤ 32–255 verts. UE UCX_<Mesh>_##, Godot -colonly/-convcolonly suffix, Unity MeshCollider on a simplified mesh, Roblox CollisionFidelity. Never use the render mesh as a physics mesh for anything that moves.

Rig and animation cost

Limit to 4 influences per vertex (vertex_group_limit_total(limit=4) + normalize). Remove non-deforming bones from the export (use_armature_deform_only). Bake constraints and drivers to keys. Shape keys cost memory per vertex, so drop unused ones and keep only deltas (glTF sparse accessors handle this).

Gotchas

  • Decimate on meshes with unapplied modifiers: make_lods.py evaluates them first. Other paths need you to apply them.
  • Join (Ctrl+J) merges materials and UV maps by name. Rename the UV maps identically first, or the UVs get lost.
  • The Weld modifier is the non-destructive merge by distance. Use mode="CONNECTED" to avoid welding separate parts.
  • Triangulate before measuring if the engine will. Quads already count as 2 tris in the stats.

Version History

  • b1b21df Current 2026-11-15 13:19

Same Skill Collection

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skills/blender-asset-qa/SKILL.md
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skills/blender-clothing/SKILL.md
skills/blender-core/SKILL.md
skills/blender-environment-kits/SKILL.md
skills/blender-export-pipelines/SKILL.md
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skills/blender-lighting-lookdev/SKILL.md
skills/blender-pbr-materials/SKILL.md
skills/blender-pipeline-automation/SKILL.md
skills/blender-rendering/SKILL.md
skills/blender-retopology-uv/SKILL.md
skills/blender-scene-setup/SKILL.md
skills/blender-sculpting/SKILL.md
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skills/blender-texturing/SKILL.md
skills/blender-time-of-day/SKILL.md
skills/blender-video-editing/SKILL.md
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skills/blender-workflow-recipes/SKILL.md

Metadata

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Version
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Indexed
2026-11-15 13:19

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