Skip to content
Back to skills

Blender Character Rigging

ASecurity

Build and inspect editable Blender armatures, skin weights, IK controls, pole targets, joint limits, and prop constraints for character work.

  • 2 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
developmentgo

Security analysis

A100/100

Pro scans all 5 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add full-aigc-plugins/blender-design-plugin --skill blender-character-rigging --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Blender Character Rigging?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Blender Character Rigging
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/full-aigc-plugins-blender-character-rigging/badge)](https://www.skillsdirectory.com/skills/full-aigc-plugins-blender-character-rigging)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: blender-character-rigging
description: Build and inspect editable Blender armatures, skin weights, IK controls, pole targets, joint limits, and prop constraints for character work.
---

# Character rigging

Establish scene scale and character height before creating bones. Build a named hierarchy with positive bone lengths and deform flags, then bind one intended body mesh and assign explicit, topology-bound weights. Inspect bound meshes and bone lengths after binding.

Use IK targets and pole controls for limbs that need planted or directed endpoints; keep FK available through the underlying pose bones. Add joint limits only where their axes and ranges are understood. Test that moving a hand or foot controller changes the intended chain without moving unrelated controls.

For props, keep one object and use an explicit constraint whose influence can be animated. Check world-space continuity at every ownership switch. Rebuild or rescale from recipe parameters when height changes; do not fake a rig by keyframing disconnected body-part objects. Current automatic weight painting and production deformation cleanup are not claimed—use explicit groups and inspect the result.

`rig.rigify_status` distinguishes a bundled module from an enabled add-on. After explicit approval,
use gated `rig.rigify_install`: prefer the bundled Blender 5.2 module, optionally persist user
preferences, and do not use the network. Set `allowDownload: true` only when Rigify is genuinely
absent and the user authorized an official Extensions download; the command accepts no custom URL or
package ID. Call `rig.rigify_generate` only when status reports its operator available and the selected
armature is a compatible metarig. Rigify creates controls and bones; it does not replace mesh skinning
or weight validation.

## 什么时候使用(When to Use)

角色需要可编辑骨架、蒙皮、IK 控制、关节限制或道具约束时使用。仅制作动作时交给 `blender-character-animation`。

## 输入与前置条件(Prerequisites)

- 已确认角色网格、场景单位、目标身高、拓扑版本和变形需求。
- 明确骨骼命名、层级、对称规则、IK 链、pole 方向和关节活动范围。

## 执行流程(Workflow)

Step 1. 检查网格变换、法线、非流形区域和对象比例,保存基线修订号。
Step 2. 建立正骨长、明确 roll 与 deform 标记的层级并验证对称关系。
Step 3. 绑定唯一目标网格,创建显式顶点组并清理未归一权重。
Step 4. 添加 IK、pole、限制和道具约束,逐个移动控制器验证影响范围。
Step 5. 保存重开,并以极限姿态测试主要关节和接触区域。

## 验证与交付证据(Validation)

报告骨骼数、零长度骨骼、层级、绑定网格、未加权顶点、权重和、控制器测试与极限姿态预览。Rigify 还需记录状态探测和 operator 可用性。

## Rules 与能力边界(不适用场景)

骨架生成不等于高质量蒙皮;自动权重必须人工检查。本技能不声称完成人脸绑定、肌肉系统或生产级变形清理。

## Gotchas(常见问题与恢复)

- 网格不随骨架:检查 modifier、对象绑定和顶点组名称。
- IK 不稳定:复核 bone roll、pole 角和链长。
- 权重爆点:定位受影响顶点并归一化,不重绑整个角色掩盖问题。

Files in this skill

  • SKILL.md3.3 KB
  • examples/recovery.md512 B
  • examples/request.md467 B
  • examples/validation.md374 B
  • references/acceptance-checklist.md608 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.