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-skills☆ 2522026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-skills☆ 2522026年8月15日 更新
Build, inspect, audit, and refactor Blender Geometry Nodes systems for procedural models, instancing, modular effects, curves, scattering, flocks, data visualization, fields, simulation zones, and node-graph cleanup. Use whenever a Blender task specifically calls for Geometry Nodes, reusable procedural node graphs, node connections/layout, or a scalable procedural asset.
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-skills☆ 2522026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-skills☆ 2522026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-skills☆ 2522026年8月15日 更新
Search and inspect the installed Blueish Blender Asset Library without mutating it. Use when a user asks for a local Blender asset, node preset, Blueish asset, Asset Browser entry, or named source, or when the Router has selected a node-centric/reusable Geometry Nodes, material, simulation, rigging, compositor, or NPR route with eligible local catalogs; return compatible, attributable candidates for the Router-approved workflow.
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-skills☆ 2522026年8月15日 更新