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Found 8 Skills
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires Blender MCP plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export.
Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
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.
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.
Turn multiview fit reports into a sequential or parallel repair queue for aligning Blender products to source-of-truth templates. Use after validation shows disalignment, when the agent must iteratively fix wireframe, texture, lighting, or projection mismatches, and when skill gaps should trigger self-refinement before another rebuild.
Determine whether front/side/back/top reference templates can be satisfied by one rigid 3D Blender model, choose a canonical source policy, and emit constraints before rebuilding. Use when multiview bboxes, silhouettes, part counts, or depth ratios contradict each other.