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cccskills

「blender」の検索結果

231 件 ・ 関連度順

概要と使いどころ

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.

日本語の概要は準備中です。原文の説明を表示しています。

RobLe3/cc-blender-skill892026年5月1日 更新

Blender MCP expert for scene inspection, Python scripting, GLTF export, and material/animation extraction. Activate when: (1) using Blender MCP tools (get_scene_info, execute_python, screenshot, etc.), (2) writing Blender Python scripts for extraction or manipulation, (3) exporting scenes to GLTF/GLB for web (Three.js, R3F), (4) debugging material or texture export losses, (5) optimizing GLB files with gltf-transform, (6) using asset integrations (PolyHaven, Sketchfab, Hyper3D Rodin, Hunyuan3D). Covers critical export gotchas, material mapping survival, texture optimization pipeline, headless CLI patterns, and known failure modes.

日本語の概要は準備中です。原文の説明を表示しています。

oneshot-repo/OneShot472026年5月15日 更新

blender

無料

Use when inspecting or editing Blender scenes through the official Blender Lab MCP server. Check the add-on connection, read the scene first, and verify edits.

日本語の概要は準備中です。原文の説明を表示しています。

NousResearch/hermes-plugin-blender102026年10月11日 更新

Drive Blender via the catalog blender MCP, with bpy recipes.

日本語の概要は準備中です。原文の説明を表示しています。

openamer/openamer62026年10月13日 更新

Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when retexturing an existing 3D asset with PATINA PBR materials through the Scenario MCP server: a GLB or Blender scene (an image-to-3D result with flat colors, a prop, a diorama) whose surfaces need basecolor, normal, roughness, metalness, and height maps per material family with geometry untouched, or a matched before-and-after comparison film rendered in Blender with one camera path, lighting, and cut. Keywords: PATINA, PBR retexture, material families, Blender EEVEE, comparison video.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Route BlenderGIS add-on tasks for georeferencing, vector and OSM data, raster/DEM basemaps, terrain analysis, and geocamera rendering in Blender.

日本語の概要は準備中です。原文の説明を表示しています。

VectorSpaceLab/AREX-Skill3322026年9月3日 更新

materials

無料

Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.

日本語の概要は準備中です。原文の説明を表示しています。

arjun988/blender-skills2932026年7月11日 更新

sculpting

無料

Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP.

日本語の概要は準備中です。原文の説明を表示しています。

arjun988/blender-skills2932026年7月11日 更新

根据参考图、带尺寸的设计图或文字概念,在 Blender 中制作由独立命名零件组成的可编辑 3D 模型,再按用户要求修改尺寸、部件和配色,交付 .blend、GLB 和多角度渲染。用于图纸转三维、产品概念建模和风格化硬表面道具,以及“做一个同样的案例,换成坦克或其他物体”等请求;不用于人物角色、头发或脸部建模,这些请求使用 blender-reference-to-3d。以可继续修改的几何工程为核心;不默认制作拆解动画、录屏、绑定或制造模型。

日本語の概要は準備中です。原文の説明を表示しています。

majiayu000/spellbook2872026年10月8日 更新

blender

無料

Use when inspecting or editing Blender scenes through the official Blender Lab MCP server. Check the add-on connection, read the scene first, and verify edits.

日本語の概要は準備中です。原文の説明を表示しています。

NousResearch/hermes-official-plugins2532026年10月13日 更新

Plan, build, place, and validate physically meaningful Blender object assemblies, including manufactured part boundaries, mechanical seams, mounting interfaces, pivots, hierarchy, constraints, instancing, modular grids, connector planes, and precision snapping. Use when several objects must form one product, machine, architectural module, vehicle, furniture item, mechanism, or environment structure without incorrectly welding independent parts, eyeballing alignment, or leaving continuous shells as overlapping primitives.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Build, calibrate, layer, and validate production Blender materials including bare and coated metal, brushed steel, rust, aged and wet wood planks, stone, concrete, plastic, glass, fabric, water, dirt, moss, and wetness. Use when material identity, UV direction, real-world texture scale, PBR channel handling, roughness response, anisotropy, normal/bump/displacement, transmission, volume absorption, aging, or surface layering determines realism.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Build efficient Blender repetition, Array-driven stairs/modules/openings, instancing, scattering, Bezier/NURBS curve-profile geometry, Geometry Nodes fields, repeat zones, simulation zones, particle-like systems, and collective motion. Use for stairs, railings, trim, pipes, cables, repeated windows/panels, vegetation, debris, crowds, rain, snow, modular structures, or any request involving dependent elements or reusable parameters.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Build and refine production Blender geometry through semantic vertex/edge/face editing, BMesh, subdivision control cages, Boolean construction, Displace relief, remesh, sculpt preparation, retopology, and deliberate surface connections. Use after blockout for hard-surface, product, organic, architectural openings, terrain/relief, or reference-driven assets when shape quality, topology, continuity, or realistic part integration matters.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Build and validate Eevee 3D-to-2D rendering with discrete Shader to RGB lighting bands and a deformation-following inverted-hull Geometry Nodes outline. Use for anime, cel-shaded, toon, hand-drawn, or stylized real-time assets that need editable object-space outlines in Blender Eevee.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Build and validate Blender 5.2 Cycles 3D-to-2D materials using four camera-plane-offset Shader Raycast tests to derive an editable silhouette mask, combined with Cycles-compatible toon or flat shading. Use when a Cycles render needs an in-material outline without Shader to RGB.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Analyze reference-image illumination and build accountable Blender lighting from shadow direction, shadow length, softness, exposed faces, environment fill, bounce, practical sources, and material response. Use for reference matching, daylight, interiors, exterior environments, product scenes, atmospheric lighting, or any task where lights must be physically and visually justified instead of added as arbitrary fill or rim lights.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Convert image references into spatial hypotheses, camera constraints, construction routes, material evidence, and measurable Blender reconstruction gates. Use whenever a user asks to replicate, recreate, match, clone, or reconstruct a scene, environment, object, material, lighting setup, or shot from one or more images, especially when room connectivity, hidden space, perspective, visible-frame fidelity, material identity, aging, wetness, or photographic treatment matters.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Select, build, and validate Blender deformation and motion-control systems including Simple Deform, Curve, Lattice, Mesh Deform, Shrinkwrap, Surface Deform, Armature, shape keys, hooks, constraints, and drivers. Use when an object must bend, twist, taper, follow a path, conform to a surface, deform smoothly, articulate, or move through controlled mechanical relationships.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Audit Blender scenes and assets for topology, transforms, normals, surface continuity, classified connections, intersections, modifier/node intent, procedural performance, simulation stability, protected-scene changes, and fixed-view visual evidence. Use after every major modeling or simulation stage and before render, bake, export, or claims of completion.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Design, configure, test, bake, and validate Blender physical effects including Cloth, Soft Body, Rigid Body, collisions, constraints, Fluid, smoke, fire, Dynamic Paint, Ocean, Wave, particles, Boids, force fields, fracture, debris, and secondary effects. Use when gravity, inertia, collision, flexibility, pressure, flow, flocking, emission, or breaking causes the requested result.

日本語の概要は準備中です。原文の説明を表示しています。

XliuXjianX/blender-production-skills2522026年8月15日 更新

Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Automate video editing in Blender's Video Sequence Editor with Python. Use when the user wants to add video, image, or audio strips, create transitions, apply effects, build edit timelines, batch assemble footage, estimate render times, or script any VSE workflow from the command line.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1652026年10月4日 更新