
Claude Skills by MAX-786
github.com/MAX-786Entry point for every 3D or Blender task in this repository - modeling, materials, lighting, cameras, rendering, animation, product shots, environments, cinematic scenes, exports. Classifies the job (fast, standard or cinematic), picks a workflow, asks the registry which library skills to load, then drives Blender through the single `blender` MCP server with render, inspect and refine checkpoints. Use it whenever the user asks to create, change, light, render, animate or export anything in 3D...
Entry point for every 3D or Blender task - modeling, materials, lighting, cameras, rendering, animation, product shots, environments, cinematic scenes, exports. Classifies the job (fast, standard or cinematic), picks a workflow, asks the harness registry which library skills to load, then drives Blender through the harness's single Blender MCP server with render, inspect and refine checkpoints. Use it whenever the user asks to create, change, light, render, animate or export anything in 3D, e...
Validate Blender animation attempts before accepting them by rendering contact sheets, checking silhouette stability, flicker, framing, subject dominance, layer separation, export compatibility, and motion-design coherence. Use after animation renders or when the user says motion/morph/outside elements look bad.
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to us...
Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — al...
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "e...
Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "m...
Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed stee...
Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say ...
End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill ...
Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "m...
Harmonize multiple Blender skills into a coherent pipeline with clear activation precedence, handoff artifacts, dependency gates, and conflict-resolution rules. Use when a Blender task spans several skills, when reference-locked work conflicts with generic production workflow, after adding/updating skills, or when repeated failures indicate skill interference or missing inter/intra-play.
UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with reference-to-3d for template-accurate reconstruction and blender-materials for PBR values.
Ensure textures and decals cover all visible surfaces of a closed or extruded Blender asset, especially front/back caps and sidewalls, instead of relying on partial projected planes, curves, or linework overlays. Use when back textures do not fill the model, side textures are missing, spin/turntable views expose plain sidewalls, or a model needs separate UV treatment for caps and side surfaces.
Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives. Use for 1:1 mascot/logo reconstruction, exact leaf/petal silhouettes, filled wireframe shapes, shallow bas-relief forms, or when the model outline must match a front template before adding depth.
Turn multiview fit reports into a sequential or parallel repair queue for aligning Blender products to source-of-truth templates. Use after validation shows disalignment, when the agent must iteratively fix wireframe, texture, lighting, or projection mismatches, and when a recurring failure should stop the rebuild loop for a diagnosis.
Validate and repair source-locked Blender models using named landmarks such as leaf tips, shell corners, eyes, smile, rim thickness, aura center/radius, and view-specific depth markers. Use when bbox/IoU is insufficient and the model must align to templates at designed feature points.
Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.
Determine whether front/side/back/top reference templates can be satisfied by one rigid 3D Blender model, choose a canonical source policy, and emit constraints before rebuilding. Use when multiview bboxes, silhouettes, part counts, or depth ratios contradict each other.
Closed-loop compare-adjust-repeat workflow for fitting Blender models to supplied front/side/back/top templates and originals. Use when the user asks to compare the product to templates/originals and adjust until it fits across all dimensions, or when all views must pass measurable bbox/centroid/silhouette/edge validation before export.
Create tasteful circular/orbital HUD and aura animations around a Blender subject using source-derived arcs, dots, dashes, opacity, parallax, and restrained motion. Use when decorative circles, halos, orbit markers, scanner rings, or HUD effects must correlate with a logo/mascot rather than looking like random oversized rings.
Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.
Run a refinement loop when a Blender result is subpar, user expectations are not met, validation fails, or repeated issues reveal a missing method. The loop freezes the work, captures evidence, diagnoses the failing dimension, decides which existing skill repairs it, records the lesson, and repairs the artifact from the correct baseline.
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.
Calibrate Blender materials, lighting, camera crop, emission/glow, color management, and aura/HUD styling against supplied original/reference images using measurable color, brightness, saturation, bbox, and mask statistics. Use when a product must match the lighting/look of a source image or when audits say the product is too bright, desaturated, wrong hue, wrong glow, or wrong silhouette extent.
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible part...
Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.
Drive Blender from natural language. Converts plain-English requests ("model a sword and render it with cinematic lighting", "make this glass look frosted", "set up three-point lighting", "export this scene as glTF for the web") into Blender Python code executed via the Blender MCP server. Acts as the orchestrator that picks and chain-loads specialised sub-skills (blender-modeling, blender-materials, blender-lighting, blender-cameras, blender-rendering, blender-animation, blender-export, wire...
Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an approximate mesh.
Design and validate texture-state transitions for Blender animations without ugly whole-image crossfades, texture popping, misregistered morphs, or target-engine-incompatible Python-only swaps. Use when animating between multiple source textures, mascot/logo states, style states, lightmaps, decals, or UI skins.
Convert 2D orthographic wireframe PNG drawings to 3D Blender models exported as glTF/GLB. Use this skill whenever the user provides wireframe images (technical drawings, line drawings, orthographic views, side/front/back panels) and wants to generate a 3D model, mesh, or .glb file. Triggers on phrases like "convert this wireframe to 3D", "make a 3D model from these drawings", "build a model from this wireframe", "generate GLB from these views", or any image-to-3D-mesh request involving line d...
Skill avanzata per modellazione 3D in Blender — architettura, oggetti, prodotti, mobili, veicoli. Tecnica professionale: bevel, SubSurf, Boolean, bmesh, Array, Curve, Solidify, smooth shading. Visual loop con MCP connector (porta 9876): esegui → render → analizza → itera.
Coordinator per la pipeline di modellazione 3D in Blender. Riceve la richiesta dell'utente, decide se serve ricerca (blender-research), analizza lo spec_sheet, sceglie la tecnica di modellazione per ogni parte, pianifica le dipendenze e l'ordine di costruzione, poi orchestra blender-arch, blender-procedural, blender-rig, blender-sculpt, blender-geonodes, blender-texture, blender-lighting e blender-physics secondo il tipo di geometria e le esigenze di render. Pipeline completa: research → coor...
Skill di Geometry Nodes procedurale per Blender. Crea e collega node tree via Python: scatter istanze su superficie, curve-to-mesh, deformazione noise, array su curva, attributi custom, Group Input parametrici. Usa questa skill quando: vuoi un modifier non-distruttivo e parametrico, stai scatterando oggetti su una superficie, costruisci geometria da curve, applichi displacement procedurale via nodi, o hai bisogno di istanziazione efficiente (erba, foreste, pattern architettonici, particelle).
Sei un esperto di fotografia 3D e compositing in Blender. Il tuo ruolo è configurare luci, camera, world e color management per ottenere render professionali — con particolare attenzione a: - oggetti chiari/bianchi che si sovraespongono facilmente - contrasto soggetto/sfondo per product shots - fedeltà cromatica per materiali organici, porcellana, metallo ---
Skill per simulazioni fisiche in Blender: Rigid Body, Soft Body, Cloth (con Pressure), Force Fields e Particles. Gestisce setup modifier, presets per materiale/tipo, bake workflow e gotchas API Blender 5.x. Viene invocata dal coordinator quando l'oggetto deve cadere, rimbalzare, deformarsi, svolazzare o essere simulato. Include tabelle presets testate e funzioni Python pronte all'uso.
Skill di modellazione procedurale avanzata per Blender. Parallel Transport (anti-drift), loft da profili anatomici, Generalized Cylinder, eliche/DNA parametrici, Boolean per cavità interne, crescita differenziale. Propagazione matriciale M_{n+1}=M_n·T·R (Sez. 7), Vector Blending locale/globale, Tropismo, Perlin Noise Vector Field, Space Colonization (Sez. 10), State Machine Growth, Fillet Procedurale, rotation_difference() (Sez. 11), Plexus Effect, Delaunay, Voronoi, Kruskal MST (Sez. 12), Si...
Skill di ricerca e analisi di riferimento per la modellazione 3D in Blender. Da usare PRIMA di blender-arch quando la richiesta è vaga o mancano dettagli. Decompone l'oggetto in parti, cerca dati reali (dimensioni, colori, materiali, proporzioni) per ogni parte, e produce uno spec_sheet strutturato pronto per blender-arch o blender-space. Trigger: "voglio creare un/una [oggetto]" senza dettagli specifici.
Skill di rigging procedurale per Blender. Armature con Bone Roll corretto, FK/IK dualità, weight painting algoritmico (distance-based), Shape Keys con Driver biomeccanici, Socket System (CHILD_OF), pelle su scheletro con Shrinkwrap+Solidify, animazione procedurale da codice. Usa questa skill quando: devi animare un oggetto articolato, creare uno scheletro, fare deformazioni biomeccaniche, o collegare oggetti a ossa.
Skill di sculpting procedurale per Blender. Sculpting via Python: brush personalizzati con KDTree, falloff functions (smooth/sharp/sphere/linear), displacement lungo normali o assi, remesh voxel/quad, Dynamic Topology, Multires, displacement texture procedurale, smooth pass, sculpt → shape key. Usa questa skill quando: la forma deve essere organica/irregolare, ha dettagli di superficie (pori, rughe, dents, rilievi), o parte da una primitiva che va deformata artisticamente invece che costruita...
Skill di geometria 3D e orientamento spaziale per Blender. Coordinate systems, transform math, bounding box precisi, posizionamento oggetti, debug spaziale, normali in world space, KDTree proximity queries, falloff functions, sculpt brush procedurale. Usa questa skill ogni volta che devi: posizionare oggetti con precisione, calcolare distanze/angoli, capire dove sono i vertici nel mondo, gestire parent-child, orientare la camera, lavorare con rotazioni, fare sculpting o deformazioni programma...
Skill per materiali, texture e UV in Blender. Copre: materiali Principled BSDF procedurali (noise, bump, SSS, Fresnel), UV unwrap (Smart Project, angolo-based, manuale), baking AO/Normal/Diffuse su immagine, texture painting via vertex paint o image stamp, PBR workflow con immagini reali (albedo + roughness + normal map). Usa questa skill quando devi assegnare materiali realistici, fare baking, UV unwrap, o costruire un node tree di materiale complesso da zero.
Create professional 3D designs in Blender via MCP. Use this skill when the user wants to create 3D models, parametric designs, furniture, architectural elements, or any 3D object in Blender. Triggers on mentions of Blender, 3D design, 3D modeling, parametric design, or when Blender MCP tools are available. Also use when the user provides a reference image and wants to recreate it in 3D.
Camera starts low and rises up to reveal the full product. Great for dramatic product reveals on a pedestal.
Camera moves forward while rotating around the product. More dynamic than a straight zoom.
Dynamic camera loop with speed ramping - slow reveals on each face, fast whips between. Shows all sides including top and bottom.
Convert a photo into a 3D model using Meshy API and import it into Blender via MCP.
Convert multiple photos (1-4 angles) of the same object into a high-accuracy 3D model using Meshy API and import into Blender.
Seamless looping 360-degree turntable. First and last frames match perfectly for infinite loop playback.