MCPInstall

blender-core

Foundation 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.

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124
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/el4cteo/blender-skills --skill blender-core
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads blender-core automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Blender Core (5.2 LTS+)

Route to the specialized skill

TaskSkill
Units, collections, naming, linking, asset librariesblender-scene-setup
Hard-surface modeling, bevels, booleans, normalsblender-hardsurface-modeling
Sculpting, multires, remeshblender-sculpting
Retopology, UV unwrap, texel densityblender-retopology-uv
PBR materials, color spaces, texture setsblender-pbr-materials
Baking high→low maps (normal, AO, curvature, ...)blender-texture-baking
Geometry Nodes, procedural modelingblender-geometry-nodes
Body rigging, Rigify, weight paintingblender-character-rigging
Face rig, shape keys, ARKit, visemesblender-facial-shapekeys
Keyframes, actions, NLA, baking, root motionblender-animation
Poly budgets, LODs, draw calls, cleanupblender-game-optimization
Export: glTF/FBX/USD to Roblox, Unity, Unreal, Godot, webblender-export-pipelines
Cycles/EEVEE settings, compositor, batch renderblender-rendering
Lighting, HDRI, camera, turntableblender-lighting-lookdev
Time of day, night, sunset, fog, mood (cyberpunk, horror...)blender-time-of-day
Rain, snow, wet surfaces, puddles, lightning, dust/embersblender-weather-fx
Cloth, rigid body, fluids, hair, GN physicsblender-simulation
Writing add-ons / extensionsblender-addon-development
Batch/headless pipelines, file conversionblender-pipeline-automation
Checking a mesh/asset before delivery (always)blender-asset-qa
End-to-end playbooks (prop, character, Roblox, product shot)blender-workflow-recipes

Execute

Live (blender-mcp execute_blender_code): work in small steps and print only what you need. To call a skill script, import it:

import sys, importlib; sys.path.insert(0, r"<skills_dir>/blender-asset-qa/scripts")
import qa_check; importlib.reload(qa_check); print(qa_check.run(objects=["Chair"]))

Each MCP call runs in a fresh namespace: re-import in every call. That's cheap because modules stay cached in sys.modules. reload only after editing a script. Headless (any agent with a shell): this prints only the script's JSON (@@JSON@@ lines):

python <skills_dir>/blender-core/scripts/run_in_blender.py --blend in.blend <script.py> -- --objects Chair --save out.blend
python <skills_dir>/blender-core/scripts/run_in_blender.py --expr "import bpy; print(len(bpy.data.objects))"

Raw form: blender -b in.blend --factory-startup --python-exit-code 1 -P x.py -- args. Every script here exposes run(**kw) -> dict and the same flags after --. First call in a session: scripts/env_report.py, which returns the version, engines, GPU, add-ons, units, color management and scene counts.

Rules

  • Data API over operators: use bpy.data, bmesh, mesh.attributes, and foreach_get/set with numpy. Operators depend on context and selection, and many need a 3D View, which background mode doesn't have.
  • If an operator is unavoidable: with bpy.context.temp_override(object=ob, active_object=ob, selected_objects=[ob], selected_editable_objects=[ob]): bpy.ops.... Check that the result is {'FINISHED'}.
  • Edit mode isolation: ob.data isn't updated while in Edit Mode. Use bmesh.from_edit_mesh + bmesh.update_edit_mesh, or switch to OBJECT mode before reading.
  • Nodes: find them by type (n.type == "BSDF_PRINCIPLED"), never by name, because names are localized. Sockets by English name or identifier are fine.
  • Enums: read the valid values with [i.identifier for i in T.bl_rna.properties[p].enum_items]. Dynamic enums (render.engine, view_transform, look) under-report, so assign them inside try/except TypeError (the message lists the valid values).
  • Engines: BLENDER_EEVEE, CYCLES, BLENDER_WORKBENCH. Cycles device: scene.cycles.device = "GPU" + preferences compute_device_type.
  • Evaluated data: use ob.evaluated_get(depsgraph), then .to_mesh(), then always .to_mesh_clear(). Call view_layer.update() before reading matrix_world after a change.
  • Freed data: applying or removing a modifier, or removing an object or ID, frees it. Collect names first ([m.name for m in ob.modifiers]) and never touch the old Python reference afterward, because it returns garbage or crashes.
  • Never trust default names ("Cube.001"). Keep object references, rename explicitly, and look objects up via bpy.data.objects[name].
  • Scale: 1 unit = 1 m. Apply rotation/scale (transform_apply) before bevels, modifiers with distances, rigging, physics, baking and export.
  • Paths: bpy.path.abspath("//textures/x.png") resolves relative to the .blend. Save explicitly; use save_as_mainfile(filepath=..., copy=True) for backups.
  • Live sessions are the user's work: never read_factory_settings, never delete data you didn't create, and save a backup copy before destructive batch edits.
  • GPU module in background: call gpu.init() first (5.2+). bgl no longer exists.
  • Big meshes: no per-vertex bpy.ops. Use numpy foreach_get (see references/bpy-patterns.md).

5.x API changes that break old tutorials/LLM memory

action.fcurves → channelbags · scene.node_tree → scene.compositing_node_group · material.use_nodes is deprecated (new materials already have nodes) · mod["Socket_2"] → mod.properties.inputs.Socket_2.value (5.2) · BLENDER_EEVEE_NEXT → BLENDER_EEVEE · Boolean FAST → FLOAT · bone layers → bone collections · bl_info add-ons → extensions (blender_manifest.toml) · bpy.props values are no longer dict-accessible (scene["cycles"]). Full table: references/api-changes-5x.md.

Verify (required before saying "done")

  1. Numbers, not adjectives: report tris, objects, materials, dimensions (ob.dimensions) and the output files written.
  2. Geometry changed → run blender-asset-qa qa_check.py (z-fighting, detached parts, non-manifold, flipped normals, scale).
  3. Look at it: MCP look (mode="angles", shading material/wireframe). Headless: blender-asset-qa/scripts/review_shots.py renders contact sheets.
  4. Re-read your own output: confirm that exported files exist and that their size is non-zero.

References

  • references/api-changes-5x.md: 4.x→5.2 migration table. Load it when code fails with AttributeError/KeyError.
  • references/bpy-patterns.md: verified snippets for bmesh, attributes, numpy, temp_override, depsgraph, drivers, append/link, handlers and timers.

FAQ

What does the blender-core skill do?

Foundation 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.

How do I install blender-core?

Run npx skills add https://github.com/el4cteo/blender-skills --skill blender-core in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/blender-core/ (personal) or .claude/skills/blender-core/ (project).

Which AI agents can use blender-core?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is blender-core safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains blender-core?

It is published by el4cteo in el4cteo/blender-skills. It has 124 recorded installs.

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