Pack · #328 trending skills repo · ↗ +5 stars this week
Blender Production Skills
XliuXjianX/blender-production-skills
面向 Codex 的 Blender 生产级技能套件,包含原生建模、几何节点、模拟、材质、拓扑与场景验证,以及参考图重建工作流。
- Stars
- 281
- This week
- +5
- Forks
- 23
- Open issues
- 0
- Skills inside
- 15
Get started
Install the skills
npx skills add XliuXjianX/blender-production-skillsInstalls into Claude Code, Codex, Cursor, OpenCode and the other agents it finds on your machine.
git clone --depth 1 https://github.com/XliuXjianX/blender-production-skills.git /tmp/blender-production-skills
cp -r /tmp/blender-production-skills ~/.claude/skills/blender-production-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
15 skills
blender-assembly-structurePlan, build, place, and validate physically meaningful Blender object assemblies, including manufactured part boundaries, mechanical seams, mounting interfaces, pivots, hierarchy, constraints, instancing, modular grids, connector planes, and precision snapping. Use when several objects must form one
blender-assembly-structureblender-deformation-riggingSelect, build, and validate Blender deformation and motion-control systems including Simple Deform, Curve, Lattice, Mesh Deform, Shrinkwrap, Surface Deform, Armature, shape keys, hooks, constraints, and drivers. Use when an object must bend, twist, taper, follow a path, conform to a surface, deform blender-deformation-riggingblender-direct-surface-modelingBuild and refine production Blender geometry through semantic vertex/edge/face editing, BMesh, subdivision control cages, Boolean construction, Displace relief, remesh, sculpt preparation, retopology, and deliberate surface connections. Use after blockout for hard-surface, product, organic, architecblender-direct-surface-modelingblender-geometry-nodes-studioBuild, inspect, audit, and refactor Blender Geometry Nodes systems for procedural models, instancing, modular effects, curves, scattering, flocks, data visualization, fields, simulation zones, and node-graph cleanup. Use whenever a Blender task specifically calls for Geometry Nodes, reusable procedublender-geometry-nodes-studioblender-geometry-validationAudit Blender scenes and assets for topology, transforms, normals, surface continuity, classified connections, intersections, modifier/node intent, procedural performance, simulation stability, protected-scene changes, and fixed-view visual evidence. Use after every major modeling or simulation stagblender-geometry-validationblender-lighting-analysisAnalyze reference-image illumination and build accountable Blender lighting from shadow direction, shadow length, softness, exposed faces, environment fill, bounce, practical sources, and material response. Use for reference matching, daylight, interiors, exterior environments, product scenes, atmosblender-lighting-analysisblender-local-asset-librarySearch and inspect the installed Blueish Blender Asset Library without mutating it. Use when a user asks for a local Blender asset, node preset, Blueish asset, Asset Browser entry, or named source, or when the Router has selected a node-centric/reusable Geometry Nodes, material, simulation, rigging,blender-local-asset-libraryblender-material-surfacingBuild, calibrate, layer, and validate production Blender materials including bare and coated metal, brushed steel, rust, aged and wet wood planks, stone, concrete, plastic, glass, fabric, water, dirt, moss, and wetness. Use when material identity, UV direction, real-world texture scale, PBR channel blender-material-surfacingblender-npr-cyclesBuild and validate Blender 5.2 Cycles 3D-to-2D materials using four camera-plane-offset Shader Raycast tests to derive an editable silhouette mask, combined with Cycles-compatible toon or flat shading. Use when a Cycles render needs an in-material outline without Shader to RGB.blender-npr-cyclesblender-npr-eeveeBuild and validate Eevee 3D-to-2D rendering with discrete Shader to RGB lighting bands and a deformation-following inverted-hull Geometry Nodes outline. Use for anime, cel-shaded, toon, hand-drawn, or stylized real-time assets that need editable object-space outlines in Blender Eevee.blender-npr-eeveeblender-procedural-systemsBuild efficient Blender repetition, Array-driven stairs/modules/openings, instancing, scattering, Bezier/NURBS curve-profile geometry, Geometry Nodes fields, repeat zones, simulation zones, particle-like systems, and collective motion. Use for stairs, railings, trim, pipes, cables, repeated windows/blender-procedural-systemsblender-production-routerOrchestrate production-grade Blender work by probing the installed Blender version, retrieving relevant official Blender documentation, assigning visual design intent, classifying shape grammar and geometry/deformation/procedural/physics/shading needs, comparing direct Blender components with node sblender-production-routerblender-reference-reconstructionConvert image references into spatial hypotheses, camera constraints, construction routes, material evidence, and measurable Blender reconstruction gates. Use whenever a user asks to replicate, recreate, match, clone, or reconstruct a scene, environment, object, material, lighting setup, or shot froblender-reference-reconstructionblender-scene-designDefine production-ready visual intent for Blender scenes and standalone assets, including focal hierarchy, depth layers, visual flow, scale and repetition rhythm, camera mobility, representation fidelity, and performance budgets. Use for original or reference-guided Blender work before construction blender-scene-designblender-simulation-effectsDesign, configure, test, bake, and validate Blender physical effects including Cloth, Soft Body, Rigid Body, collisions, constraints, Fluid, smoke, fire, Dynamic Paint, Ocean, Wave, particles, Boids, force fields, fracture, debris, and secondary effects. Use when gravity, inertia, collision, flexibiblender-simulation-effectsDocumentation
README
Blender Production Skills
面向 Codex 的 Blender 生产级技能套件,涵盖原生建模、Geometry Nodes、模拟、绑定、材质、灯光、拓扑与场景验证,以及参考图重建工作流。
特点
- 以
blender-production-router作为唯一制作流程与状态调度入口。 - 优先选择合适的 Blender 原生系统:Boolean、Array、Curve、Modifier、Constraint、Shader 和 Physics。
- 在字段、散布、实例、程序化拓扑或节点模拟具有明确优势时使用 Geometry Nodes。
- 支持直接拓扑、布尔开孔、楼梯阵列、曲线路径、布料、刚体、流体、水体、金属、木材与 NPR 渲染流程。
- 对本地 Blueish 资产库提供只读检索、接口检查与 Blender 5.2 运行时探测。
- 对非简单任务建立路由、构造关系、阶段、评分和技术验证 artifacts。
成功案例
以下是使用本套件制作或探索的部分场景与渲染案例。
![]() 走廊与门 |
![]() 月下木桥 Blender 视口 |
![]() 水下圆形空间 |
![]() 室内泳池 |
![]() 积水地下通道 |
![]() 地铁站台 |
![]() 鱼眼电梯空间 |
![]() 积水工业空间 |
![]() 地铁通道 |
![]() 瓷砖泳池 |
结构
blender-production-router 是顶层入口;其余目录是按领域拆分的 Specialist Skills:
blender-direct-surface-modeling:点线面、BMesh、Boolean、Remesh、Sculpt 与重拓扑。blender-procedural-systems:Array、曲线、实例、散布和程序化系统。blender-geometry-nodes-studio:Geometry Nodes 图、字段、实例和模拟区。blender-simulation-effects:布料、软体、刚体、流体、水体、粒子与破碎。blender-material-surfacing:PBR 材质、金属、木材、水体与表面变化。blender-geometry-validation:拓扑、连接、碰撞、性能和场景保护检查。
使用
将本仓库放入 Codex 的 Skills 目录中,例如:
C:\Users\Administrator\.codex\skills\blender-production-suite
默认目标为 Blender 5.2 LTS 与官方 Blender MCP。第三方本地资产只在已存在、可读取并通过运行时检查时作为候选,不会被自动安装或修改。
注意
- 本仓库不包含 Blueish 等第三方资产原文件、缓存、渲染结果或用户工程。
- 普通硬表面开孔保持原生 Boolean;普通规则楼梯保持 Array;不会为了使用节点而滥用 Geometry Nodes。
- 参考和可用性数据会随 Blender 版本与本地资产库变化而变化,应在目标环境重新探测。
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