Blender Skills
arjun988/blender-skills · MIT · 96 entries
94 written instruction files that tell a coding agent how a Blender artist would approach a job, from modeling and lighting to game-engine export, 55 of them art-style and genre briefs. Text only: no scripts, scenes or node groups. (The 96 entries here are those 94, one shared reference page and one setup file.)
- Get it
git clone https://github.com/arjun988/blender-skills.gitThen copy its .claude/skills folder into your project's .claude/skills, or the same folders into your agent's skills directory.
- Needs
Blender, and a way for your agent to run Blender Python. The skills are written for the Blender MCP server. In our test the same steps also ran as one script with blender --background.
- Sends off your machine
Nothing. Its MCP config files start a different project's server, with that server's telemetry switched off.
- We watched it run
We wrote a script from its written steps for a product shot and ran it headless on Blender 5.0.1. It gave a picture on the first run: a small radio on a seamless backdrop, then a turntable.

One fault in the recipe: the light rig gives watts with no distances, and the first frame came out almost white. Treat its watts as a ratio.
- Not tried here
The simulation, rigging, sculpting, baking and export skills were read, not run. Half the skills are under 1,000 characters: a title, a tagline and a few tenets.
- License
MIT
The Blender name and logo belong to the Blender Foundation.
Everything in it
Showing 7 of 96Show everything
Blender
- collision-proxySimple collision shapes for game engines: boxes, capsules and convex pieces, Unreal's UCX_ naming, Unity notes and authoring rules. Its…
- export-pipelineGetting an asset out of Blender intact: which format for which target (FBX, glTF or GLB, OBJ, USD, Alembic), the FBX and glTF settings…
- godot-exportGodot export: GLB first, +Y up, Principled BSDF to glTF PBR, actions exported as clips, and a short verify-in-Godot list. Its reference…
- lod-pipelineMaking and checking LOD chains for game meshes: triangle budgets per level, four ways to generate them, naming and screen-size thresholds…
- renderingRender settings in tables: Cycles preview against production (64 to 128 samples against 512 to 2048, OpenImageDenoise, bounces), Eevee…
- unity-exportUnity-specific export: GLB for static meshes and FBX for animated ones, unit and axis defaults, material rules, humanoid rig notes and a…
- unreal-exportUnreal-specific export: FBX defaults, the centimeter scale trap, UE naming (SM_, SK_, UCX_, SOCKET_), collision and skeletal mesh notes and…