<Devsly/>
NotebookLM Watermark Remover
Remove the NotebookLM watermark from PDF slide exports — free, unlimited, and 100% in your browser.
View
NotebookLM Video Watermark Remover
Remove the NotebookLM watermark from every frame of your MP4 and auto-trim the end card — free and unlimited.
View
Gemini Watermark Remover
Remove the Gemini (Veo) sparkle watermark from every frame of your AI-generated MP4 — free and unlimited.
View
MCP https://devsly.io/mcp MCP Tools Best Skills API Docs

Keyboard Shortcuts

Navigation

Quick Search
⌘ / Ctrl + K
Toggle Dark Mode
⌘ / Ctrl + D
Close Dialogs
Esc

Tool Actions

Execute / Process
⌘ / Ctrl + Enter
Clear Input
⌘ / Ctrl + Shift + C
Copy Output
⌘ / Ctrl + Shift + X

Editor

Select All
⌘ / Ctrl + A
Undo
⌘ / Ctrl + Z
Redo
⌘ / Ctrl + Shift + Z

Updated today

by EL4CTEO

blender-skills

Professional Blender 5.2 workflows as Agent Skills for Claude Code, Codex, Gemini CLI, Copilot and Cursor: modeling, UVs, PBR, baking, rigging, animation, export and QA.

  • New — Created in the last 30 days
  • Active — Updated in the last 14 days
  • Multi-agent — Targets three or more agents
Works with
  • Claude
  • Codex
  • Cursor
  • Gemini
  • Copilot

52 GitHub stars (52)

+52 in 3 days

Stars gained per day · daily snapshots since Oct 16
Stars gained per day, Oct 16 to Oct 17: +34 in total; the busiest day was Oct 17 with +34 stars.Oct 17: +34 stars
Stars gained between daily snapshots
PeriodNew stars
Oct 17+34
  • 20 skills (20 skills found in its SKILL.md files)
  • 5 forks (5 forks)
  • Today last update (Last updated today)

Install

Skills CLI

npx skills add EL4CTEO/blender-skills

Asks which skills and agents to install. Just one: npx skills add EL4CTEO/blender-skills --skill blender-addon-development — add -g for every project.

Claude Code

git clone https://github.com/EL4CTEO/blender-skillscp -r "blender-skills/skills/blender-addon-development" ~/.claude/skills/

Copies the blender-addon-development skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.

Plugin

/plugin marketplace add EL4CTEO/blender-skills

Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.

Skills can run code on your machine — read the SKILL.md first.

What it does

In the author's own words, from each skill's SKILL.md.

  • blender-addon-development

    Write Blender 5.2 add-ons as extensions - blender_manifest.toml, operators/panels/menus/property groups/preferences, bpy.props rules after 5.0, undo/redo, modal and timer patterns, gpu drawing (no bgl), bundling Python wheels, CLI validate/build/install, testing headless, extensions platform publishing. Use when creating or fixing a Blender add-on, tool, or UI.

    skills/blender-addon-development/SKILL.md on GitHub (opens in a new tab)
  • blender-animation

    Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops, NLA clips, pose library, mocap/BVH retargeting via constraints, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

    skills/blender-animation/SKILL.md on GitHub (opens in a new tab)
  • blender-asset-qa

    Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting (coplanar overlaps), floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.

    skills/blender-asset-qa/SKILL.md on GitHub (opens in a new tab)
  • blender-character-rigging

    Character rigging in Blender 5.2 - Rigify metarig fit/generate, bone naming/roll/collections, DEF/MCH/control layers, IK/FK, robust skinning (heat + proxy fallback), weight-painting rules, correctives, engine game skeletons (Unity, Unreal, Roblox R15), rig validation and deformation stress tests. Use for armature, skinning or weights tasks.

    skills/blender-character-rigging/SKILL.md on GitHub (opens in a new tab)
  • 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.

    skills/blender-core/SKILL.md on GitHub (opens in a new tab)
  • blender-export-pipelines

    Export from Blender 5.2 with verified presets - Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot/web (GLB, meshopt/Draco, WebP), USD. Scale/axes, smoothing, tangents, leaf bones, clips, batch export, post-export verification. Use whenever an asset leaves Blender.

    skills/blender-export-pipelines/SKILL.md on GitHub (opens in a new tab)
  • blender-facial-shapekeys

    Facial rigs and shape keys in Blender 5.2 - ARKit 52 blendshapes, visemes for lip-sync, sculpting expressions, splitting symmetric shapes into Left/Right, mirroring, corrective and combination shapes, drivers and control rigs, bone+blendshape hybrids, export to engines (Unity, Unreal, Roblox dynamic heads, VRM/web). Use for faces, expressions, lip-sync, or any shape-key work.

    skills/blender-facial-shapekeys/SKILL.md on GitHub (opens in a new tab)
  • blender-game-optimization

    Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget.

    skills/blender-game-optimization/SKILL.md on GitHub (opens in a new tab)
  • blender-geometry-nodes

    Geometry Nodes in Blender 5.2 - fields, domains, attributes, instancing, zones (simulation/repeat/for-each), closures/bundles, lists, SDF grids, node tools, baking, plus a JSON-to-node-tree builder and socket inspector. Use for scattering, procedural assets/environments, parametric tools and modifier inputs.

    skills/blender-geometry-nodes/SKILL.md on GitHub (opens in a new tab)
  • blender-hardsurface-modeling

    Hard-surface and prop modeling in Blender 5.2 - blockout-to-detail flow, non-destructive modifier stacks (Mirror, Boolean Exact/Manifold, Bevel, Weighted Normal, Smooth by Angle), mid-poly vs subdivision vs high-to-low workflows, shading/custom normals, cylinder segment budgets, edge attributes from Python. Use for weapons, vehicles, props, architecture, mechanical parts.

    skills/blender-hardsurface-modeling/SKILL.md on GitHub (opens in a new tab)
  • blender-lighting-lookdev

    Lighting, cameras and look-dev in Blender 5.2 - studio 3-point and product lighting, HDRI environments, sun/sky exteriors, interiors, light linking, physically based light units, camera focal lengths/composition/DOF, cyclorama backdrops, looping turntables for asset presentation. Use when presenting assets, setting up scenes for rendering, or judging materials under consistent light.

    skills/blender-lighting-lookdev/SKILL.md on GitHub (opens in a new tab)
  • blender-pbr-materials

    Physically based materials in Blender 5.2 - metal/roughness rules, Principled BSDF inputs, color spaces (sRGB vs Non-Color), measured albedo/F0 values, texture-set auto-wiring, ORM channel packing, DirectX vs OpenGL normals, alpha modes, displacement, view transforms (AgX, Khronos PBR Neutral), engine-ready material rules. Use when creating, fixing, or exporting materials and textures.

    skills/blender-pbr-materials/SKILL.md on GitHub (opens in a new tab)
  • blender-pipeline-automation

    Automate Blender 5.2 at scale - headless CLI flags, batch convert/inventory/run-any-skill-script over folders of .blend/.fbx/.glb/.obj/.usd, sharding, bpy pip module, library linking, path management, render-farm and CI patterns. Use for batch jobs, format conversion, library maintenance and pipeline tooling.

    skills/blender-pipeline-automation/SKILL.md on GitHub (opens in a new tab)
  • blender-rendering

    Render with Blender 5.2 Cycles/EEVEE/Workbench - quality presets, GPU setup, adaptive sampling, denoising, light paths, color management (AgX, Khronos PBR Neutral, ACES), PNG/EXR/MP4 output, passes, the 5.0 compositor API, CLI and multi-camera batch rendering. Use for any still, animation or turntable render.

    skills/blender-rendering/SKILL.md on GitHub (opens in a new tab)
  • blender-retopology-uv

    Retopology and UVs in Blender 5.2 - auto retopo (Quadriflow, Decimate, planar), deformation edge flow, seams, unwrap (Angle Based, Minimum Stretch, Smart), pixel-margin packing, texel density measure/set, lightmap UV2, UDIMs, mirrored UVs. Use to turn sculpts/scans/AI meshes into game meshes or prep UVs for texturing/baking.

    skills/blender-retopology-uv/SKILL.md on GitHub (opens in a new tab)
  • blender-scene-setup

    Set up and audit Blender scenes the way studios do - units and real-world scale, collection layout, naming conventions (SM_/SK_/T_/M_), origins, linking vs appending, library overrides, asset libraries and catalogs, collection exporters, orphan/path cleanup. Use when starting a project, organizing a .blend, or before handoff/export.

    skills/blender-scene-setup/SKILL.md on GitHub (opens in a new tab)
  • blender-sculpting

    Sculpting in Blender 5.2 - base-to-detail workflow, voxel remesh, dyntopo, multires, 5.x brush types, masks/face sets, symmetry, plus headless-safe procedural ops for agents (remesh, symmetrize, multires, inflate, noise detail, smooth) and the sculpt-to-game handoff. Use for organic models, characters, creatures, rocks and bake sources.

    skills/blender-sculpting/SKILL.md on GitHub (opens in a new tab)
  • blender-simulation

    Physics in Blender 5.2 - rigid bodies (density mass, shapes, bake to keys), classic cloth presets and pinning, new node-based Cloth/Hair Dynamics (XPBD, Collider, effectors), Mantaflow fluids, hair curves, GN simulation zones, headless baking. Use for destruction, drapes, flags, falling objects, liquids, smoke, hair motion.

    skills/blender-simulation/SKILL.md on GitHub (opens in a new tab)
  • blender-texture-baking

    Bake texture maps in Blender 5.2 Cycles - high-to-low normal maps with cage/extrusion, AO, curvature, ID, thickness, base color/roughness/metallic from procedurals, ORM packing, OpenGL vs DirectX, margins, GPU baking, fixing skewing/waviness/seams. Use when transferring sculpt or high-poly detail to game meshes or converting procedural materials to textures.

    skills/blender-texture-baking/SKILL.md on GitHub (opens in a new tab)
  • 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. Use for complete multi-stage asset requests.

    skills/blender-workflow-recipes/SKILL.md on GitHub (opens in a new tab)

Review before you install

A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.