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Guide: Writing bpy that works on any BlenderBlender · MITThe most useful page in the repo for anyone scripting Blender: how to look up enum values, node sockets and operator arguments before using…Guide: Scene designBlender · MITA short method for a believable scene: block out at real size and check through the camera before spending on assets, when to generate…Guide: AnimationBlender · MITKeyframing from Python in a way that works on every version, a helper to reach the curves on Blender 4.4 and later, easing by…Guide: Materials and texturingBlender · MITNode materials in a few lines of code, a table of believable base color, metallic and roughness values, real-world tiling for Poly Haven…Guide: RiggingBlender · MITArmatures from Python, Rigify for humanoids, simple rigs for everything else, skinning with automatic weights and how to fix it, and how to…Guide: Retopology and mesh cleanupBlender · MITTurning generated or scanned meshes into lighter, clean geometry: diagnose, clean up, reduce, unwrap, and bake the detail back. Relevant to…Guide: Level designBlender · MITGame levels in Blender: player metrics first, blockout, modular kits and engine-ready output.analog-found-footage-horrorBlender · MITFound-footage look: handheld or locked security-camera framing, timestamps, VHS blur and tracking lines, ordinary spaces made wrong. Five…animationBlender · MITKeyframe animation rules: walk, run and idle cycles with frame counts, mechanical motion by constraints (hinges, pistons, gears on…anime-styleBlender · MITCel-shaded look: two to four value steps per material, hard shadow edges, four ways to shade and outline (toon shader with a color ramp…apocalypse-worldsBlender · MITPost-apocalyptic and dystopian settings: scavenged materials, faded brands, improvised repairs, in six lanes. One line and two reference…archvizBlender · MITArchitectural stills: check real-world scale first, 24 to 35 mm for interiors with verticals corrected, HDRI plus practical lamps, layered…asset-optimizationBlender · MITThe gate before export: an audit checklist for geometry, UVs, materials and naming, fixes for common overruns, LOD steps at 50, 25 and 10…biome-worldsBlender · MITUnderwater, desert, arctic, jungle, underground and floating-island settings: climate drives palette, fog, vegetation density and wear. One…blender-directorBlender · MITThe orchestrator: reads a request, writes a production brief (type, target, style, triangle and texture budgets, export format), then names…blender-modelerBlender · MITGeneral modeling ground rules: COL_ collections first, blockout from primitives, the modifier order (mirror, array, solidify, boolean…body-horror-styleBlender · MITBody horror: anatomy that is almost right then broken, material transitions from skin to metal or plastic, restraint with wet specular…brutalist-moodBlender · MITBrutalist mood: monumental raw concrete, austere composition, people made small, few materials. One line and one reference page. Its…camera-cinematographyBlender · MITShot-making: a lens table by feel (18 to 28 mm wide, 35 to 50 story and product, 85 to 135 hero), a composition checklist, five camera…cartoon-styleBlender · MITCartoon look in about 1,000 characters: silhouette first, exaggerated proportions, limited palette with bold accents, detail in shapes…character-archetypesBlender · MITA short pointer skill (under 900 characters) that says to fix silhouette, materials and proportions for a role or race before modeling, and…character-artistBlender · MITHuman characters for animation: proportions in head units, where edge loops must go to deform (eyes, mouth, shoulders, elbows, knees)…chibi-styleBlender · MITChibi proportions: head a half to a third of total height, simplified hands. About 600 characters and one reference page. Its reference…cloth-simBlender · MITCloth that drapes: quad garment mesh, pin and stiffness vertex groups, starting settings for a soft dress, a stiff coat and a flag, a…collision-proxyBlender · MITSimple collision shapes for game engines: boxes, capsules and convex pieces, Unreal's UCX_ naming, Unity notes and authoring rules. Its…comic-book-styleBlender · MITComic-book look: high-contrast lighting that reads as ink, strong contours, sparing halftone, hero poses, speed lines as meshes. Five…compositingBlender · MITFinishing a render in Blender's compositor: which passes to enable, a default beauty stack (exposure and color balance, glare, slight lens…cosmic-eldritch-horrorBlender · MITLovecraftian horror: scale mismatch between a tiny human and a vast form, suggestion over explanation, impossible architecture, abyssal…cozy-wholesome-moodBlender · MITCozy mood: warm key with soft fill, rounded props, clutter as comfort, gentle palettes, cameras at friendly eye height. Five tenets and one…creature-artistBlender · MITCreatures grounded in real anatomy: skeleton blockout first, then muscle masses, surface forms and detail tiers, with base skeletons for…dark-gritty-moodBlender · MITDark, gritty mood: wear as story, low-key lighting, melancholy palettes, industrial weight. One line and one reference page. Its reference…dream-surreal-moodBlender · MITDreamlike, surreal mood: bent logic, play with scale, soft physics, symbolic props. One line and one reference page. Its reference pages…dream-weirdcore-styleBlender · MITDreamcore and weirdcore: soft fog and bloom, childhood objects out of place, cryptic captions, unclear geography. Five tenets and one…environment-artistBlender · MITModular environments: grid sizes for walls, facades and roads, the kit pieces a set needs (corner, edge, fill, door, trim), real-world…export-pipelineBlender · MITGetting an asset out of Blender intact: which format for which target (FBX, glTF or GLB, OBJ, USD, Alembic), the FBX and glTF settings…fantasy-worldsBlender · MITFantasy world direction: choose medieval, high, dark or urban fantasy and keep materials honest to it. Four tenets and four reference…folk-horror-styleBlender · MITFolk horror: pastoral beauty with wrong customs, handmade ritual props, dread in warm daylight. Five tenets and one reference page. Its…frutiger-aero-styleBlender · MITMid-2000s glossy optimizm: bubbles, fresh greens and blues, nature with tech, soft skeuomorphic forms. One line of direction and one…genre-action-combatBlender · MITGame-genre direction for action and fighting games: readable arenas, clear attack silhouettes, obvious breakables. One line and one…genre-card-party-idleBlender · MITGame-genre direction for card, party, idle, rhythm and educational games: a clear table, readable icons in 3D, quiet backgrounds. One line…genre-metroidvania-roguelikeBlender · MITGame-genre direction for metroidvanias and roguelikes: modular rooms, ability gates, biome identity. One line and one reference page. Its…genre-narrative-vnBlender · MITDirection for visual novels and walking simulators: cameras that carry emotion, backgrounds ready to use as plates, few interaction…genre-open-world-sandboxBlender · MITGame-genre direction for open worlds: landmarks, biome borders, traversal, discovery without clutter. One line and one reference page. Its…genre-puzzle-platformerBlender · MITGame-genre direction for puzzle and platform games: interactables that pop, hazards with their own color and shape, honest jump distances…genre-racing-sportsBlender · MITGame-genre direction for racing and sports: landmarks readable at speed, clear track edges, stadium kits, team colors. One line and one…genre-rpgBlender · MITGame-genre direction for RPGs: region identity, quest hubs, loot rarity shown visually, class-readable gear. One line and one reference…genre-shooterBlender · MITGame-genre direction for shooters: sightlines, cover, landmarks, scale for first- or third-person cameras. One line and two reference…genre-soulslikeBlender · MITGame-genre direction for soulslikes: monumental ruins, fog gates, landmark shortcuts, enemy silhouettes that read as lethal. One line and…genre-stealthBlender · MITGame-genre direction for stealth games: shadows as gameplay, noisy and quiet floor materials, vertical routes. One line and one reference…genre-strategy-simBlender · MITGame-genre direction for strategy and simulation games: iconic buildings, clear tiles, units readable from the camera's distance. One line…genre-survivalBlender · MITGame-genre direction for survival games: resources readable at speed, safe against unsafe zones, iconic crafting benches. One line and one…geometry-nodesBlender · MITProcedural systems as reusable GN_ node groups: scatter on a surface, a building generator, pipes and cables along curves, rock formations…godot-exportBlender · MITGodot export: GLB first, +Y up, Principled BSDF to glTF PBR, actions exported as clips, and a short verify-in-Godot list. Its reference…hair-groomBlender · MITHair and fur two ways: hair cards on an atlas for real-time, curves or particle hair for a cinematic render, with card counts per LOD and…hand-painted-styleBlender · MITHand-painted texture look: values painted into the base color, little roughness variation, soft bevels to catch the paint. Five tenets and…hard-surfaceBlender · MITCrisp manufactured objects: devices, machines, weapons, sci-fi panels. Gives the order that works (primary volumes, cutters named…hd-2d-styleBlender · MITHD-2D look: pixel characters on a soft 3D stage, strong depth of field and god rays, a tilted near-orthographic camera, warm theatrical…historical-worldsBlender · MITPeriod settings (Western, pirate, samurai, Viking, ancient Egypt, Greece and Rome, Victorian, military eras): get silhouettes and materials…horror-styleBlender · MITPsychological horror look (Silent Hill, Resident Evil, Chilla's Art, Iron Lung as its named references): sparse industrial spaces, a single…indie-horror-aestheticsBlender · MITA pointer to five small reference pages, one per indie horror look (Silent Hill fog and rust, Fear to Fathom, Puppet Combo, corporate…isometric-styleBlender · MITIsometric dioramas: orthographic camera at the true-isometric angles (54.736 degrees and 30-degree patterns), assets judged from that one…lightingBlender · MITLighting by intent: three-point setup with angles and ratios, which light type for which job, a color-temperature table, HDRI steps…liminal-space-styleBlender · MITLiminal spaces and Backrooms: familiar empty architecture, repetition, fluorescent lighting, no clutter. Five tenets and two reference…lod-pipelineBlender · MITMaking and checking LOD chains for game meshes: triangle budgets per level, four ways to generate them, naming and screen-size thresholds…lookdevBlender · MITThe loop that gets shading right: gray clay pass, base materials, a neutral three-point rig, then beauty light, a screenshot, a list of…lowpoly-styleBlender · MITLow-poly look in the PS1 and PS2 tradition (it names Lethal Company and Mouthwashing): readable silhouettes, polygon guidelines, flat…manga-styleBlender · MITManga look: design in grayscale values first, sparing screentone, speed lines, black-heavy compositions. Five tenets and one reference…mascot-puppet-horrorBlender · MITMascot and puppet horror: friendly shapes with dead eyes, felt, foam and plastic, a children's-show set gone wrong. Five tenets and one…materialsBlender · MITPBR materials done consistently: a set of MAT_ master materials (metal, plastic, fabric, glass, emissive, organic), a table of metallic and…minimalist-styleBlender · MITMinimalism: few shapes, few colors, deliberate empty space ('reduce until it breaks, then add one thing back'). Five tenets and one…neon-retrofuturismBlender · MITSynthwave and vaporwave: sunset gradients, a perspective grid, chrome with neon. One line and two reference pages, one of them 86 bytes…noir-styleBlender · MITNoir look: hard motivated key lights (blinds, a neon slash), negative fill, smoke shafts, wet ground as a mirror, crushed but detailed…painterly-styleBlender · MITWatercolor and oil looks: soft shadow edges, pigment or paper overlays in the material or the composite, little harsh specular. Four tenets…physics-simBlender · MITRigid body, soft body and destruction: active against passive bodies, hinge and breakable constraints, pre-cut shards triggered on a chosen…pixel-art-styleBlender · MITPixel-art discipline for 3D assets: declare the texel size, nearest filtering, limited palette, avoid thin triangles that shimmer. Five…procedural-modelingBlender · MITParametric assets (rocks, buildings, roads, terrain, pipes, sci-fi panels) built with Geometry Nodes or modifiers, with variation testing…prop-artistBlender · MITGrounded everyday props (furniture, tools, household objects) when hard-surface is too mechanical: silhouette first, real-world scale…psx-horror-styleBlender · MITPlayStation-1-era horror: 100 to 800 triangles per prop, 64 to 256 pixel textures, fog as a must, affine wobble as an option, light VHS and…qa-reviewBlender · MITA ship or no-ship review backed by screenshots: five required views, four defect levels, and a verdict template. It tells the agent never…realistic-styleBlender · MITPhotoreal direction: real-world scale checks, high-poly to baked low-poly, photogrammetry cleanup, physically plausible PBR values and a…retopologyBlender · MITTurning a dense sculpt into a clean quad mesh: methods (shrinkwrap setup included), edge-loop and pole rules, where triangles are allowed…retro-16bit-styleBlender · MITSNES and Genesis-era look: richer palettes than 8-bit, dither and gradient cues. About 500 characters and one reference page. Its reference…retro-8bit-styleBlender · MITNES-era look: very few colors, high-contrast characters, no gradients unless dithered. About 600 characters and one reference page. Its…riggingBlender · MITArmatures for deforming assets: bone naming and hierarchy, IK against FK, constraints, weight painting, mechanical rigs, facial rigs and…scene-assemblyBlender · MITLaying out a large scene: a collection structure (layout, modular geo, set dressing, lights, cameras, FX), collection instances against…sci-fi-punk-worldsBlender · MITSci-fi and the punk family (hard sci-fi, space opera, cyberpunk, steampunk, dieselpunk, atompunk, solarpunk, biopunk, clockpunk): choose…sculptingBlender · MITWhen to sculpt and how: Dyntopo against multiresolution, which brush for which job, the order of detail passes, alphas, damage and wear…set-dressingBlender · MITPlacing props so a space tells a story: density by zone, and a cluster method (pick one story beat, place three to seven props that sell…stop-motion-craft-styleBlender · MITClaymation, paper craft, felt and wooden-puppet looks: visible seams and fingerprints, real craft materials, slight irregularity, stepped…stylized-styleBlender · MITBroad non-photoreal direction: shape language, exaggerated proportions, color harmony schemes, NPR rendering and hand-painted texture…texture-workflowBlender · MITBaking and texture sets for games: high-to-low bake setup with a cage, which maps to bake (normal, AO, curvature, roughness), atlases…unity-exportBlender · MITUnity-specific export: GLB for static meshes and FBX for animated ones, unit and axis defaults, material rules, humanoid rig notes and a…unreal-exportBlender · MITUnreal-specific export: FBX defaults, the centimeter scale trap, UE naming (SM_, SK_, UCX_, SOCKET_), collision and skeletal mesh notes and…uv-workflowBlender · MITUV unwrapping for production: where seams go, texel density, packing, mirrored UVs, UDIM, lightmap UVs and modular atlases, with a…vector-styleBlender · MITFlat vector look in one line: flat fills, clean edges, iconic shapes, almost no gradients. The shortest skill in the pack (500 characters)…vegetation-artistBlender · MITTrees, bushes and grass built as trunk, branches and alpha leaf cards on one atlas, with wind vertex colors and canopy LODs. Game-first…vehicle-artistBlender · MITCars, trucks, aircraft, ships and mechs: block the proportions from orthographic references, then body volumes, wheels, panel breaks…vfx-fxBlender · MITSmoke, fire, sparks, debris and energy effects: choose cards and ribbons for real-time or Mantaflow, particles and Geometry Nodes for a…visual-console-erasBlender · MITMatching a hardware or media era (PS1 to PS5, arcade, DOS, CRT, VHS, film grain) by its polygon counts, texture filtering, lighting model…voxel-styleBlender · MITBlock-grid look: pick a voxel size and snap everything to it, stepped forms instead of curves, a small palette atlas, no subdivision. Its…reference-image-match (shared reference)Blender · MITThe pack's best single page, though it is a shared reference and not one of the 94 skills: a written protocol for making a Blender scene…export-village-assets.pyBlender · MITBuild the village glTF heroes procedurally in bpy and export them headless. The bpy script the stone guildhall and iron lantern GLBs come…export-hero-tier.pyBlender · MITBake one already-exported kit GLB into a T3 hero GLB: bevel, UVs, baked color, AO, roughness. Joins the exported kit, bevels every edge…
