Skills for Real Engineers. Straight from my .agents directory.
EL4CTEO /
blender-skills
Professional Blender 5.2 workflows as Agent Skills for Claude Code, Codex, Gemini CLI, Copilot and Cursor: modeling, UVs, PBR, baking, rigging, animation, export and QA.
- Stars
- 935
- Skills
- 28
- License
- MIT
- Last commit
- Nov 7, 2026
npx skills add EL4CTEO/blender-skills# or, for Claude Code, copy one skill folder into
~/.claude/skills/ (all projects)
.claude/skills/ (this project)
28 skills in blender-skills
- 01blender-addon-development
Write Blender 5.2 add-ons as extensions - blender_manifest.toml, operators/panels/menus/property groups/preferences, bpy.props rules after 5.0, undo/redo, modal and timer patterns, gpu drawing (no bgl), bundling Python wheels, CLI validate/build/install, testing headless, extensions platform publishing. Use when creating or fixing a Blender add-on, tool, or UI.
Preview SKILL.md - 02blender-animation
Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops with pop/hitch checks, NLA clips, pose library, mocap/BVH/Mixamo retargeting with auto bone maps, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.
Preview SKILL.md - 03blender-asset-qa
Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting, floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, material/texture errors, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.
Preview SKILL.md - 04blender-character-rigging
Character rigging in Blender 5.2 - Rigify metarig fit/generate, bone naming/roll/collections, DEF/MCH/control layers, IK/FK, robust skinning (heat + proxy fallback), weight-painting rules, correctives, engine game skeletons (Unity, Unreal, Roblox R15), rig validation and deformation stress tests. Use for armature, skinning or weights tasks.
Preview SKILL.md - 05blender-clothing
Game clothing in Blender 5.2 - garments from body regions (ease offset, thickness), skin-weight transfer, hiding covered body faces, cloth-sim draping for folds, body-morph shape keys on garments, layered clothing, pose-aware poke-through checks, sim-to-game-mesh cleanup. Use for shirts, pants, armor, outfits, layered or swappable clothing.
Preview SKILL.md - 06blender-core
Foundation for any Blender 5.2+ task an agent drives - running bpy via MCP (live) or headless CLI, context overrides, locale-safe node lookup, enum discovery, 5.x API changes, verification. Use first for any Blender, bpy, .blend or 3D-asset request; routes to the specialized blender-* skills.
Preview SKILL.md - 07blender-environment-kits
Game environments in Blender 5.2 - terrain from noise or heightmaps (erosion, terraces, play areas, slope/height materials, 16-bit heightmaps + splat maps for UE/Unity), biome scatter by slope/height/mask with Poisson spacing, modular kit metrics and validation (grid, pivots, seams, texel density). Use for levels, landscapes, forests, modular buildings, dungeons.
Preview SKILL.md - 08blender-export-pipelines
Export from Blender 5.2 with verified presets - Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot/web (GLB, meshopt/Draco, WebP), USD. Scale/axes, smoothing, tangents, leaf bones, clips, batch export, post-export verification. Use whenever an asset leaves Blender.
Preview SKILL.md - 09blender-facial-shapekeys
Facial rigs and shape keys in Blender 5.2 - ARKit 52 blendshapes, visemes for lip-sync, sculpting expressions, splitting symmetric shapes into Left/Right, mirroring, corrective and combination shapes, drivers and control rigs, bone+blendshape hybrids, export to engines (Unity, Unreal, Roblox dynamic heads, VRM/web). Use for faces, expressions, lip-sync, or any shape-key work.
Preview SKILL.md - 10blender-game-optimization
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.
Preview SKILL.md - 11blender-geometry-nodes
Geometry Nodes in Blender 5.2 - fields, domains, attributes, instancing, zones (simulation/repeat/for-each), closures/bundles, lists, SDF grids, node tools, baking, plus a JSON-to-node-tree builder and socket inspector. Use for scattering, procedural assets/environments, parametric tools and modifier inputs.
Preview SKILL.md - 12blender-hair-grooming
Hair and fur in Blender 5.2 - hair curves on a surface, guides + interpolated children with the bundled hair node assets (clump, curl, noise, droop), density masks, Principled Hair BSDF (melanin), Curves Sculpt combing, 5.2 node Hair Dynamics, game hair cards with a rendered strand atlas, Alembic/USD groom export. Use for hair, fur, beards, eyebrows, grass tufts.
Preview SKILL.md - 13blender-hardsurface-modeling
Hard-surface and prop modeling in Blender 5.2 - blockout-to-detail flow, non-destructive modifier stacks (Mirror, Boolean Exact/Manifold, Bevel, Weighted Normal, Smooth by Angle), mid-poly vs subdivision vs high-to-low workflows, shading/custom normals, cylinder segment budgets, edge attributes from Python. Use for weapons, vehicles, props, architecture, mechanical parts.
Preview SKILL.md - 14blender-lighting-lookdev
Lighting, cameras and look-dev in Blender 5.2 - studio 3-point and product lighting, HDRI environments, sun/sky exteriors, interiors, light linking, physically based light units, camera focal lengths/composition/DOF, cyclorama backdrops, looping turntables for asset presentation. Use when presenting assets, setting up scenes for rendering, or judging materials under consistent light.
Preview SKILL.md - 15blender-pbr-materials
Physically based materials in Blender 5.2 - metal/roughness rules, Principled BSDF inputs, color spaces (sRGB vs Non-Color), measured albedo/F0 values, texture-set auto-wiring, ORM channel packing, DirectX vs OpenGL normals, alpha modes, displacement, view transforms (AgX, Khronos PBR Neutral), engine-ready material rules. Use when creating, fixing, or exporting materials and textures.
Preview SKILL.md - 16blender-pipeline-automation
Automate Blender 5.2 at scale - headless CLI flags, batch convert/inventory/run-any-skill-script over folders of .blend/.fbx/.glb/.obj/.usd, sharding, bpy pip module, library linking, path management, render-farm and CI patterns. Use for batch jobs, format conversion, library maintenance and pipeline tooling.
Preview SKILL.md - 17blender-rendering
Render with Blender 5.2 Cycles/EEVEE/Workbench - quality presets, GPU setup, adaptive sampling, denoising, light paths, color management (AgX, Khronos PBR Neutral, ACES), PNG/EXR/MP4 output, passes, the 5.0 compositor API, CLI and multi-camera batch rendering. Use for any still, animation or turntable render.
Preview SKILL.md - 18blender-retopology-uv
Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar), deformation edge flow, seams, unwrap (Angle Based, Minimum Stretch, Smart), pixel-margin packing, texel density measure/set, lightmap UV2, UDIMs, mirrored UVs. Use to turn sculpts/scans/AI meshes into game meshes or prep UVs for texturing/baking.
Preview SKILL.md - 19blender-scene-setup
Set up and audit Blender scenes the way studios do - units and real-world scale, collection layout, naming conventions (SM_/SK_/T_/M_), origins, linking vs appending, library overrides, asset libraries and catalogs, collection exporters, orphan/path cleanup. Use when starting a project, organizing a .blend, or before handoff/export.
Preview SKILL.md - 20blender-sculpting
Sculpting in Blender 5.2 - base-to-detail workflow, voxel remesh, dyntopo, multires, 5.x brush types, masks/face sets, symmetry, plus headless-safe procedural ops for agents (remesh, symmetrize, multires, inflate, noise detail, smooth) and the sculpt-to-game handoff. Use for organic models, characters, creatures, rocks and bake sources.
Preview SKILL.md - 21blender-simulation
Physics in Blender 5.2 - rigid bodies (density mass, shapes, bake to keys), classic cloth presets and pinning, new node-based Cloth/Hair Dynamics (XPBD, Collider, effectors), Mantaflow fluids, hair curves, GN simulation zones, headless baking. Use for destruction, drapes, flags, falling objects, liquids, smoke, hair motion.
Preview SKILL.md - 22blender-stylized-npr
Stylized / NPR looks in Blender 5.2 - toon and cel shading (bands, shadow tint, rim, hard specular), anime faces with custom normals, inverted-hull outlines with smoothed outline normals for game engines, Line Art and Freestyle lines, Grease Pencil drawing, unlit export. Use for anime, cartoon, comic, cel-shaded or outlined styles.
Preview SKILL.md - 23blender-texture-baking
Bake texture maps in Blender 5.2 Cycles - high-to-low normal maps with cage/extrusion, AO, curvature, ID, thickness, base color/roughness/metallic from procedurals, ORM packing, OpenGL vs DirectX, margins, GPU baking, fixing skewing/waviness/seams. Use when transferring sculpt or high-poly detail to game meshes or converting procedural materials to textures.
Preview SKILL.md - 24blender-texturing
Texture authoring in Blender 5.2 - smart-material layers (edge wear, cavity grime, dust, rust, roughness breakup) from curvature/AO masks, z-fight-safe decal and sticker placement, trim sheets, tiling + vertex-color blends, texture painting, baking the look to game texture sets. Use when a material needs wear, dirt, a decal, trims or hand painting, not just wiring.
Preview SKILL.md - 25blender-time-of-day
Time of day and atmosphere in Blender 5.2 - measured sky + sun for dawn, morning, noon, golden hour, sunset, blue hour, overcast, night/moonlight with stars and city glow, exposure balance, height fog from visibility, god rays, Cycles vs EEVEE volumes, compositor grade, stylized moods (cyberpunk neon, horror, underwater, desert). Use for any day/night, sunset, foggy or mood lighting scene.
Preview SKILL.md - 26blender-video-editing
Video in Blender 5.2 - Video Sequencer edits from Python (clips, image sequences, crossfades, titles, music fades, proxies, color management, H.264/AAC output) and motion tracking (feature detection, camera solve, scene orientation, tripod and plane tracking, stabilization) for VFX shots. Use to cut renders/footage together or match-move a camera.
Preview SKILL.md - 27blender-weather-fx
Weather effects in Blender 5.2 - looping Geometry Nodes rain, snow, dust, ash and embers with ground hits and splashes, wet surfaces, puddles with animated ripples, wall streaks, snow cover (shader + real snow geometry), storm lightning with multi-stroke flashes and bolts, engine-ready weather masks. Use for rain, storm, snow, wet street, puddle, dust or ember scenes.
Preview SKILL.md - 28blender-workflow-recipes
End-to-end Blender 5.2 playbooks chaining the blender-* skills with QA gates - game props (mid-poly, high-to-low), game characters (sculpt/AI mesh to rigged, animated export), Roblox props/accessories/avatars, AI or downloaded asset cleanup, procedural environments, web/AR assets, product turntables, mood/weather shots (night, rain, snow, fog). Use for complete multi-stage asset requests.
Preview SKILL.md
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