Loading...
Loading...
Found 82 Skills
Validate and repair source-locked Blender models using named landmarks such as leaf tips, shell corners, eyes, smile, rim thickness, aura center/radius, and view-specific depth markers. Use when bbox/IoU is insufficient and the model must align to templates at designed feature points.
Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.
Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, a mechanical or hard-surface rig, or testing how a rig deforms.
Start a new Blockbench model or scene from a short intake form and deliver a render-ready Blender scene. Asks for quality, texture style (PBR 2K/HD/standard, vanilla Minecraft, classic Blockbench), animation (keyframed or Havok physics), scene type (scene, vignette, isometric room), subject, output folder and render preset; builds .bbmodel files with the headless Blockbench MCP server and parallel agents; imports them into Blender; and writes a render.cmd that renders stills on every GPU and assembles them into a video with FFmpeg. Use when the user runs /blockbench-new-model or asks for a new Blockbench model delivered as a rendered Blender scene or video.
Author custom avatar animations (scene emotes) for the player in Blender on the official Decentraland avatar rig, export them as `_emote.glb`, verify them, and hand them to a scene — including upper-body-only (masked) clips. Use when the user wants a custom emote, a new avatar animation, to animate the player/avatar, to make the avatar do something specific (sit, hold cards, carry a crate, throw, cheer), to work with the Blender avatar rig, to produce a scene emote .glb, or an upper-body / sitting / holding animation for the player. Do NOT use for playing animations baked into a model (see animations-tweens), for merely triggering emotes that already exist (see player-avatar), or for NPC animation (see npcs).
Anti-slop 3D for Blender. Use whenever building, editing, lighting, texturing, or rendering a Blender scene (bpy scripts, blender-mcp, .blend files, product shots, props, environments, stylized scenes) so the result looks authored by a 3D artist instead of AI/procedural-default. Triggers on Blender, bpy, 3D modeling, 3D render, lookdev, "make it look less CG / less fake / less AI". Not for game-engine shader code, CAD tolerancing, or 2D image generation.
Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails.
Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
Stylized art direction for Blender with shape language, exaggeration, color harmony, NPR rendering, and hand-painted asset workflows. Use for non-photorealistic game and animation projects.
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles, props, weapons and environment pieces, through gated phases with rendered evidence compared against the reference. Use this whenever a user supplies or mentions a reference image and wants a 3D model or game asset made from it (modelled, blocked out, sculpted, retopologised, textured, rigged, animated or exported for a game engine), even when Blender is not named. Includes bpy scripts for scene calibration, review renders matched to the reference camera, silhouette measurement, validation, baking, GLB/FBX export with manifests, and clean reimport.
Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would.