Pack · #158 trending skills repo · ↗ +136 stars this week
Blender Skills
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.
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- 756
- This week
- +136
- Forks
- 77
- Open issues
- 1
- Skills inside
- 28
Get started
Install the skills
npx skills add EL4CTEO/blender-skillsInstalls into Claude Code, Codex, Cursor, OpenCode and the other agents it finds on your machine.
/plugin marketplace add EL4CTEO/blender-skills
/plugin install blender-agent-skills@blender-agent-skillsRun inside Claude Code, then pick what to install from /plugin.
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
cp -r /tmp/blender-skills ~/.claude/skills/blender-skillsClaude Code reads ~/.claude/skills/ (or .claude/skills/ in a project). Other agents read the same SKILL.md format from their own skills folder.
Inside this repo
28 skills
skills/blender-addon-developmentblender-animationAnimation 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 keyfskills/blender-animationblender-asset-qaMandatory 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, andskills/blender-asset-qablender-character-riggingCharacter 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. Usskills/blender-character-riggingblender-clothingGame 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, armoskills/blender-clothingblender-coreFoundation 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.skills/blender-coreblender-environment-kitsGame 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). skills/blender-environment-kitsblender-export-pipelinesExport 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 whenskills/blender-export-pipelinesblender-facial-shapekeysFacial 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 dynamicskills/blender-facial-shapekeysblender-game-optimizationOptimize 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, texskills/blender-game-optimizationblender-geometry-nodesGeometry 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 modifieskills/blender-geometry-nodesblender-hair-groomingHair 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/USskills/blender-hair-groomingblender-hardsurface-modelingHard-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 fromskills/blender-hardsurface-modelingblender-lighting-lookdevLighting, 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 presentingskills/blender-lighting-lookdevblender-pbr-materialsPhysically 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), engiskills/blender-pbr-materialsblender-pipeline-automationAutomate 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 pipelinskills/blender-pipeline-automationblender-renderingRender 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 turntabskills/blender-renderingblender-retopology-uvRetopology 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 prepskills/blender-retopology-uvblender-scene-setupSet 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 askills/blender-scene-setupblender-sculptingSculpting 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, characteskills/blender-sculptingblender-simulationPhysics 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, liqskills/blender-simulationblender-stylized-nprStylized / 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, comiskills/blender-stylized-nprblender-texture-bakingBake 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 toskills/blender-texture-bakingblender-texturingTexture 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 skills/blender-texturingblender-time-of-dayTime 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 neoskills/blender-time-of-dayblender-video-editingVideo 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 cutskills/blender-video-editingblender-weather-fxWeather 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 masksskills/blender-weather-fxblender-workflow-recipesEnd-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 turntablesskills/blender-workflow-recipesDocumentation
README

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 28 skills covering the full 3D pipeline (modeling, UVs, texturing, baking, rigging, animation, clothing, hair, environments, stylized looks, optimization, export, rendering, video, weather, simulation and QA), built for Blender 5.2 LTS+. Every script is tested in a real Blender.
Install
Claude Code (plugin):
/plugin marketplace add EL4CTEO/blender-skills
/plugin install blender-agent-skills@blender-agent-skills
Any agent (clone, then run the installer):
git clone https://github.com/EL4CTEO/blender-skills
./blender-skills/install/install.sh # macOS / Linux
.\blender-skills\install\install.ps1 # Windows
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-texturing |
Edge wear, grime, dust, decals, trim sheets |
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, mocap retargeting, loop checks, root motion |
blender-clothing |
Clothes that follow the body without clipping |
blender-hair-grooming |
Hair, fur and game hair cards |
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-stylized-npr |
Toon/anime shading and outlines |
blender-environment-kits |
Terrain, forests, modular level kits |
blender-video-editing |
Edit videos, track cameras |
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, weights and textures |
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." "Give my character a shirt and hair cards, then retarget this Mixamo run onto it."
Development
python tools/validate_skills.py # spec + token budget checks
python tools/run_tests.py # 67 headless Blender tests (BLENDER_EXE to override)
MIT License
Releases
