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EL4CTEO / blender-skills

git clone https://github.com/EL4CTEO/blender-skills.git v1.1.0 · 4d ago

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.

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LanguagePython
LicenseMIT
Created2026-10-14 (6d ago)
Last push1d ago
Watchers3
OwnerUser

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README excerpt
Blender Agent Skills 
Professional Blender workflows packaged as **Agent Skills** for AI coding agents: Claude Code, Codex, OpenCode, Gemini CLI, GitHub Copilot and Cursor.
There are 22 skills covering the full 3D pipeline (modeling, UVs, PBR, baking, rigging, animation, optimization, export, rendering, time of day, weather, simulation and QA), built for **Blender 5.2 LTS+**. Every script is tested in a real Blender.
## Install
**Claude Code** (plugin):
 [code] 
**Any agent** (clone, then run the installer):
 [code] 
The default installs into `~/.claude/skills` and `~/.agents/skills`. `.agents/skills` is read by Codex, OpenCode, Gemini CLI, Copilot and Cursor. Options: `--agent claude|codex|opencode|gemini|copilot|cursor|all`, `--project DIR` for a single project, `--uninstall`.
**Requirements:** Blender 5.2+. Optional: a Blender MCP server lets agents work in your open Blender. Without one, agents run Blender in the background.
## Skills
| Skill | What it does |
|---|---|
| `blender-core` | Start here: runs code, routes tasks, 5.x API rules |
| `blender-scene-setup` | Units, naming, collections, asset libraries |
| `blender-hardsurface-modeling` | Bevels, booleans, weighted normals |
| `blender-sculpting` | Organic sculpting workflow |
| `blender-retopology-uv` | Retopology, UVs, texel density |
| `blender-pbr-materials` | Correct PBR materials from textures |
| `blender-texture-baking` | Normal, AO and curvature maps, ORM |
| `blender-geometry-nodes` | Procedural modeling from simple JSON |
| `blender-character-rigging` | Rigify, skinning, game skeletons |
| `blender-facial-shapekeys` | ARKit 52 blendshapes, visemes |
| `blender-animation` | Actions, NLA, mocap, root motion |
| `blender-game-optimization` | Budgets, LODs, draw calls |
| `blender-export-pipelines` | Roblox, Unity, Unreal, Godot, web, USD |
| `blender-rendering` | Cycles and EEVEE, batch rendering |
| `blender-lighting-lookdev` | Studio lighting, HDRI, turntables |
| `blender-simulation` | Rigid bodies, cloth, fluids |
| `blender-time-of-day` | Golden hour, night, fog and mood lighting |
| `blender-weather-fx` | Rain, snow, wet streets, puddles, lightning |
| `blender-addon-development` | Blender extensions |
| `blender-pipeline-automation` | Batch jobs and file conversion |
| `blender-asset-qa` | Catches z-fighting, floating parts, bad normals and weights |
| `blender-workflow-recipes` | Complete asset playbooks |
## With vs without skills
Same model, same prompts, outputs with the skills vs without them: **see the comparison**.
## Try it
> "Make a game-ready crate for Unreal with baked normals and LODs."
> "Rig this character with Rigify and export it to Unity with a walk cycle."
> "Check this model for z-fighting and floating parts, then export it for Roblox."
> "Make this street a rainy night with puddles and lightning."
## Development
 [code] 
MIT License