MCPInstall

blender-workflow-recipes

End-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 turntables, mood/weather shots (night, rain, snow, fog). Use for complete multi-stage asset requests.

Installs
83
Last 24h
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#9699
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/el4cteo/blender-skills --skill blender-workflow-recipes
  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-workflow-recipes 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.

Workflow Recipes

S = the skills folder. Every .py runs headless via python S/blender-core/scripts/run_in_blender.py --blend F.blend S/<skill>/scripts/<x>.py -- ..., or live via MCP import + run() (see blender-core). Gate = stop and fix before continuing. Save after every stage (--save).

1. Game prop, mid-poly (fast, no bake)

  1. Blockout at real scale (blender-hardsurface-modeling). Gate: ob.dimensions vs reference.
  2. UV the blockout before beveling (the Bevel/Boolean modifiers carry UVs): uv_pack.py --objects SM_X --method seams --seams-from-sharp 60 → texel_density.py --res 2048 --set 512
  3. apply_stack.py --objects SM_X --preset midpoly [--cutters ...] (keep it live; --apply --triangulate only on the export copy)
  4. Materials: build_pbr_material.py --preset ... or tiling/trim textures.
  5. Gate: qa_check.py --objects SM_X --profile game passes, plus look (angles, material + wireframe).
  6. mesh_stats.py --budget <platform> → make_lods.py --objects SM_X --rename
  7. export_asset.py --preset <engine> --objects SM_X_LOD0 SM_X_LOD1 ... Gate: re-import dims / GLB summary.

2. Game prop, high → low baked (hero quality)

  1. High poly: hardsurface --preset subd or sculpt (sculpt_ops.py), named X_high.
  2. Low: auto_retopo.py --objects X_high --tris N --method planar|decimate|quadriflow, or manual. Rename it SM_X.
  3. uv_pack.py --objects SM_X --method seams --seams-from-sharp 60 --margin-px 16
  4. Gate: qa_check.py on SM_X (game) and X_high (render profile, no inverted parts).
  5. bake_maps.py --low SM_X --high X_high --maps normal ao curvature id --pack-orm [--directx for Unreal]
  6. build_pbr_material.py --name M_X --textures //textures --objects SM_X (+ basecolor/roughness from texturing).
  7. Gate: look in material shading (no seams/waviness), then steps 6–7 of recipe 1.

3. Game character (sculpt or AI mesh → animated export)

  1. Source mesh (sculpt / generate_3d / scan) at real height, facing -Y, feet on Z=0. Run qa_check.py --profile render.
  2. auto_retopo.py --method quadriflow --tris 20000 (or manual retopo for heroes, keeping the edge flow rules). uv_pack.py --method min_stretch.
  3. bake_maps.py --low Body --high Body_src --maps normal ao basecolor (basecolor via emission override if the source has colors/materials).
  4. rigify_build.py --add basic_human --fit Body → place joints (look xray) → --metarig META_Body --generate
  5. bind_mesh.py --armature RIG_Body --meshes Body → stress_poses.py --armature RIG_Body → look(mode="frames"). Gate: no collapse at the elbows/knees/shoulders. Fix weights.
  6. rigify_build.py --rig RIG_Body --game-skeleton → rig_check.py --armature GAME_RIG_Body --profile unity|unreal
  7. Animate on RIG_Body (blender-animation) → bake_action.py --source RIG_Body --target GAME_RIG_Body [--root-motion xy --hips spine]
  8. export_asset.py --preset unity_skeletal|unreal_skeletal --objects GAME_RIG_Body (meshes are included as children). Gate: GLB/FBX summary shows skins + all clips. Engine scale check.

4. Roblox

  • MeshPart prop: recipe 1 with --profile roblox in QA (≤20k tris, watertight, no n-gons, single UV 0–1), separate grayscale maps (no ORM), export_asset.py --preset roblox (FBX) or roblox_gltf. Textures 1024² (PBR).
  • Rigid accessory: ≤4k tris, an attachment point empty matching an R15 _Att name, --preset roblox.
  • Layered clothing: start from Roblox's official cage templates. Build <Name>_InnerCage/_OuterCage (never change cage vertex count/order/UVs), skin to R15 bones, ≤4 influences, no weights on Root. Validate in Studio's Accessory Fitting Tool.
  • Avatar body: 15 _Geo parts, R15 skeleton, attachments, outer cages, 10,742 tri budget. Read blender-export-pipelines/references/roblox.md first.
  • Upload: Studio AssetService:CreateAssetAsync for batches.

5. Cleaning AI-generated / downloaded assets

  1. Import (import_asset / generate_3d / file). Scale to real size (world_bounding_box), origin to the bottom, ground at z=0, transform_apply.
  2. scene_audit.py --fix purge scale → qa_check.py --profile game. Typical findings: non-manifold, duplicate verts, inverted islands, floating debris, z-fighting shells.
  3. Fix: make_lods.py --cleanup (merge/degenerate/loose), recalc normals, delete floating debris (or remesh via sculpt_ops.py for garbage topology), then auto_retopo.py --method decimate to budget.
  4. Re-UV if the UVs are fragmented (uv_pack.py) and re-bake from the original (bake_maps.py --high original).
  5. Gate: QA passes + look. Never ship generated meshes unreviewed.

6. Procedural environment

  1. Terrain/ground mesh, then a scatter tree with gn_builder.py --spec scatter.json --apply Ground --set Density=... Seed=... (recipes in blender-geometry-nodes/references/recipes.md).
  2. Assets to scatter: optimized props with LODs (recipe 1). Keep instances (don't realize) for engines that support instancing (export_gpu_instances).
  3. Gate: mesh_stats.py on the evaluated result, plus look from the gameplay camera height.

7. Web / AR asset

Recipe 1 or 2 with budgets --budget web (≤30k tris, 1–2 materials, 2k textures) → export_asset.py --preset web (meshopt + WebP) → optional gltf-transform optimize --texture-compress ktx2. USDZ for iOS AR: --preset usd --out x.usdz. Gate: GLB summary (size < 5 MB) and Khronos PBR Neutral look-dev match.

8. Product shot / turntable

  1. Materials with measured values (build_pbr_material.py --preset), and QA for z-fighting/floating parts (very visible in close-ups).
  2. Set the render resolution, then turntable.py --objects Product --rig studio --backdrop --frames 120 --lens 85
  3. render_batch.py --preset preview --frames 1 → review → --preset product --frames 1-120 --format PNG → encode, or --format MP4.
  4. Gate: no fireflies or clipped highlights (AgX / Khronos PBR Neutral), and the product sits on the backdrop (contact shadow).

9. Mood / weather shot (rainy night, snowy morning, foggy dawn)

  1. Scene at real scale with a camera. QA the hero assets first (wet reflections and snow expose z-fighting and gaps).
  2. scene_mood.py --time night --fog-visibility 250 (or --mood cyberpunk|horror|underwater|desert). Add practical lights (street, windows, neon) at real color temperatures.
  3. Weather: precipitation.py --type rain --intensity heavy --ground <ground/roofs> → surface_weather.py --objects <surfaces> --wetness 0.7 --puddles 0.4 --ripples 1 --streaks 0.5 → lightning.py --flashes 2. Snow: --type snow + --snow 0.8 --snow-depth 0.06.
  4. Gate: render_batch.py --preset preview --frames <mid>,<flash> at the final aspect ratio. Rain must read (backlit), puddles must reflect a light, the night must keep contrast. Then render the full loop (frame range = the precipitation loop).

FAQ

What does the blender-workflow-recipes skill do?

End-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 turntables, mood/weather shots (night, rain, snow, fog). Use for complete multi-stage asset requests.

How do I install blender-workflow-recipes?

Run npx skills add https://github.com/el4cteo/blender-skills --skill blender-workflow-recipes 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-workflow-recipes/ (personal) or .claude/skills/blender-workflow-recipes/ (project).

Which AI agents can use blender-workflow-recipes?

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-workflow-recipes 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-workflow-recipes?

It is published by el4cteo in el4cteo/blender-skills. It has 83 recorded installs.

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