Skills for Real Engineers. Straight from my .agents directory.
blender-scene-setup
Agent skill fromEL4CTEO/blender-skills
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.
How to install blender-scene-setup
npx skills add EL4CTEO/blender-skills# or add only this skill to Claude Code: copy the folder
skills/blender-scene-setup/
# into
~/.claude/skills/blender-scene-setup/ (all projects)
.claude/skills/blender-scene-setup/ (one project)
1# Scene Setup & Hygiene23The execution model and verification steps are in `blender-core`.45## Procedure61. Run `scripts/scene_audit.py` (add `--fix purge scale paths` only on files you own). It reports units, unapplied/negative scale, default names, objects in the scene root, missing images, orphans and far-off origins.72. Set units: Metric, Unit Scale **1.0**, Length meters. Keep 1.0 even for Unreal/Roblox, because exporters handle the conversion (see `blender-export-pipelines`).83. Build the collection layout (below). Every object must be in a named collection, never the scene root.94. Name everything with the conventions below. Rename after every duplicate or join so no `.001` suffixes remain.105. Set origins: props at the bottom-center (they sit on the ground at Z=0), characters at world origin between the feet, doors/hinges at the pivot.116. Apply rotation and scale on meshes (Ctrl+A). Keep location unless the asset should export at the origin.127. Re-run the audit. It's done when `issues` is empty or every remaining issue is intentional and explained.1314## Collection layout (one asset per .blend, or one collection per asset)15```16ASSET_Crate17├── Crate_high # sculpt / subdiv source (exclude from export)18├── Crate_low # game mesh(es) SM_Crate, SM_Crate_LOD1..19├── Crate_bake # cages, bake helpers20├── Crate_collision # UCX_SM_Crate_00 (UE) / Crate-col (Godot)21└── Crate_ref # reference images/blockout (hide_render)22```23…
Excerpt shown under the repository's MIT license.
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