본문으로 건너뛰기
cccskills
무료GitHub에 공개

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

연동 도구X (Twitter)Blender

실행 점수 미검증

설치 방법 보기

포함된 파일(6)

  • SKILL.md7.0 KB
  • references/api-changes-5x.md6.5 KB
  • references/bpy-patterns.md7.6 KB
  • scripts/_bpyx.py4.4 KB
  • scripts/env_report.py2.0 KB
  • scripts/run_in_blender.py3.2 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Blender Core (5.2 LTS+)

Route to the specialized skill

TaskSkill
Units, collections, naming, linking, asset librariesblender-scene-setup
Hard-surface modeling, bevels, booleans, normalsblender-hardsurface-modeling
Sculpting, multires, remeshblender-sculpting
Retopology, UV unwrap, texel densityblender-retopology-uv
PBR materials, color spaces, texture setsblender-pbr-materials
Baking high→low maps (normal, AO, curvature, ...)blender-texture-baking
Geometry Nodes, procedural modelingblender-geometry-nodes
Body rigging, Rigify, weight paintingblender-character-rigging
Face rig, shape keys, ARKit, visemesblender-facial-shapekeys
Keyframes, actions, NLA, baking, root motionblender-animation
Poly budgets, LODs, draw calls, cleanupblender-game-optimization
Export: glTF/FBX/USD to Roblox, Unity, Unreal, Godot, webblender-export-pipelines
Cycles/EEVEE settings, compositor, batch renderblender-rendering
Lighting, HDRI, camera, turntableblender-lighting-lookdev
Time of day, night, sunset, fog, mood (cyberpunk, horror...)blender-time-of-day
Rain, snow, wet surfaces, puddles, lightning, dust/embersblender-weather-fx
Cloth, rigid body, fluids, hair, GN physicsblender-simulation
Writing add-ons / extensionsblender-addon-development
Batch/headless pipelines, file conversionblender-pipeline-automation
Checking a mesh/asset before delivery (always)blender-asset-qa
End-to-end playbooks (prop, character, Roblox, product shot)blender-workflow-recipes

Execute

Live (blender-mcp execute_blender_code): work in small steps and print only what you need. To call a skill script, import it:

import sys, importlib; sys.path.insert(0, r"<skills_dir>/blender-asset-qa/scripts")
import qa_check; importlib.reload(qa_check); print(qa_check.run(objects=["Chair"]))

Each MCP call runs in a fresh namespace: re-import in every call. That's cheap because modules stay cached in sys.modules. reload only after editing a script. Headless (any agent with a shell): this prints only the script's JSON (@@JSON@@ lines):

python <skills_dir>/blender-core/scripts/run_in_blender.py --blend in.blend <script.py> -- --objects Chair --save out.blend
python <skills_dir>/blender-core/scripts/run_in_blender.py --expr "import bpy; print(len(bpy.data.objects))"

Raw form: blender -b in.blend --factory-startup --python-exit-code 1 -P x.py -- args. Every script here exposes run(**kw) -> dict and the same flags after --. First call in a session: scripts/env_report.py, which returns the version, engines, GPU, add-ons, units, color management and scene counts.

Rules

  • Data API over operators: use bpy.data, bmesh, mesh.attributes, and foreach_get/set with numpy. Operators depend on context and selection, and many need a 3D View, which background mode doesn't have.
  • If an operator is unavoidable: with bpy.context.temp_override(object=ob, active_object=ob, selected_objects=[ob], selected_editable_objects=[ob]): bpy.ops.... Check that the result is {'FINISHED'}.
  • Edit mode isolation: ob.data isn't updated while in Edit Mode. Use bmesh.from_edit_mesh + bmesh.update_edit_mesh, or switch to OBJECT mode before reading.
  • Nodes: find them by type (n.type == "BSDF_PRINCIPLED"), never by name, because names are localized. Sockets by English name or identifier are fine.
  • Enums: read the valid values with [i.identifier for i in T.bl_rna.properties[p].enum_items]. Dynamic enums (render.engine, view_transform, look) under-report, so assign them inside try/except TypeError (the message lists the valid values).
  • Engines: BLENDER_EEVEE, CYCLES, BLENDER_WORKBENCH. Cycles device: scene.cycles.device = "GPU" + preferences compute_device_type.
  • Evaluated data: use ob.evaluated_get(depsgraph), then .to_mesh(), then always .to_mesh_clear(). Call view_layer.update() before reading matrix_world after a change.
  • Freed data: applying or removing a modifier, or removing an object or ID, frees it. Collect names first ([m.name for m in ob.modifiers]) and never touch the old Python reference afterward, because it returns garbage or crashes.
  • Never trust default names ("Cube.001"). Keep object references, rename explicitly, and look objects up via bpy.data.objects[name].
  • Scale: 1 unit = 1 m. Apply rotation/scale (transform_apply) before bevels, modifiers with distances, rigging, physics, baking and export.
  • Paths: bpy.path.abspath("//textures/x.png") resolves relative to the .blend. Save explicitly; use save_as_mainfile(filepath=..., copy=True) for backups.
  • Live sessions are the user's work: never read_factory_settings, never delete data you didn't create, and save a backup copy before destructive batch edits.
  • GPU module in background: call gpu.init() first (5.2+). bgl no longer exists.
  • Big meshes: no per-vertex bpy.ops. Use numpy foreach_get (see references/bpy-patterns.md).

5.x API changes that break old tutorials/LLM memory

action.fcurves → channelbags · scene.node_tree → scene.compositing_node_group · material.use_nodes is deprecated (new materials already have nodes) · mod["Socket_2"] → mod.properties.inputs.Socket_2.value (5.2) · BLENDER_EEVEE_NEXT → BLENDER_EEVEE · Boolean FAST → FLOAT · bone layers → bone collections · bl_info add-ons → extensions (blender_manifest.toml) · bpy.props values are no longer dict-accessible (scene["cycles"]). Full table: references/api-changes-5x.md.

Verify (required before saying "done")

  1. Numbers, not adjectives: report tris, objects, materials, dimensions (ob.dimensions) and the output files written.
  2. Geometry changed → run blender-asset-qa qa_check.py (z-fighting, detached parts, non-manifold, flipped normals, scale).
  3. Look at it: MCP look (mode="angles", shading material/wireframe). Headless: blender-asset-qa/scripts/review_shots.py renders contact sheets.
  4. Re-read your own output: confirm that exported files exist and that their size is non-zero.

References

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

EL4CTEO/blender-skills4562026년 10월 20일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

EL4CTEO/blender-skills4562026년 10월 20일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

EL4CTEO/blender-skills4562026년 10월 20일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

EL4CTEO/blender-skills4562026년 10월 20일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

EL4CTEO/blender-skills4562026년 10월 20일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

EL4CTEO/blender-skills4562026년 10월 20일 업데이트

EL4CTEO의 스킬 모두 보기

이 스킬의 문제 신고