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276 个 ・ 集成工具: Blender · 按人气排序

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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026年8月15日 更新

Orchestrate production-grade Blender work by probing the installed Blender version, retrieving relevant official Blender documentation, assigning visual design intent, classifying shape grammar and geometry/deformation/procedural/physics/shading needs, comparing direct Blender components with node systems, creating staged artifacts, and routing to specialist skills. Use for every non-trivial Blender creation, reconstruction, simulation, animation, environment, or scene-modification request, especially when the user does not know whether to use topology, Boolean, Array, curves, snapping, Displace, simulation, Geometry Nodes, or shading.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

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XliuXjianX/blender-production-skills2632026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.

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XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026年8月15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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026年8月15日 更新

Define production-ready visual intent for Blender scenes and standalone assets, including focal hierarchy, depth layers, visual flow, scale and repetition rhythm, camera mobility, representation fidelity, and performance budgets. Use for original or reference-guided Blender work before construction choices are executed, especially environments, architecture, products, hero assets, or scenes whose modeling quality depends on coordinated spatial design rather than isolated objects.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026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.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2632026年8月15日 更新

End-to-end 3D printing for Bambu Lab printers. Finds models online (MakerWorld, Printables), generates them with AI (text-to-3D, image-to-3D) or as exact-dimension parametric CAD, checks and repairs printability, converts textures to AMS multi-color, renders previews, opens them in Bambu Studio for the user to print, and reads printer status, AMS filaments and print progress. Use this whenever the user wants to 3D print something, design or model an object for printing, work with STL/3MF/OBJ/GLB files for a printer, check on a Bambu Lab printer (A1, A1 Mini, A2L, P1S, P2S, X1C, X1E, X2D, H2C, H2S, H2D, H2D Pro), or asks about AMS filament, slicing or print progress, even if they don't say "Bambu".

中文简介正在准备中。当前显示原文说明。

heyixuan2/bambu-studio-ai2332026年9月20日 更新

Think and work like an expert Computer Graphics Researcher. Use when a task calls for Computer Graphics Researcher judgment. Reasons from the rendering equation, Monte Carlo bias/variance, sampling theory, and BSDF energy conservation through pbrt-v4/Mitsuba 3 references, MIS/ReSTIR/path guiding, DXR 1.2 real-time stacks, 3DGS and NerfBaselines protocols, FLIP/ColorVideoVDP evaluation, OpenUSD/MaterialX/OpenPBR interchange, and ACES 2/OCIO color while treating unconverged references, unequal-time comparisons, denoiser and temporal-reuse bias, scene- vs display-referred color errors, and white-furnace energy failures as first-class failure modes.

中文简介正在准备中。当前显示原文说明。

K-Dense-AI/scientific-agents2202026年10月3日 更新

Generate persistent, explorable 3D worlds/environments with Marble by World Labs — from text, a single image, multiple images, video, or a 360 panorama, plus coarse-structure blocking with Chisel. Use this skill when a task needs a navigable 3D scene, VR/immersive backdrop, virtual-production environment, previz set, game-blockout, or web/engine-ready Gaussian splat or mesh, and you must choose an input mode, a Marble model, an export format, and a plan/API route, then review world quality. Covers the Marble web app and the World API, editing/expansion, output formats and what each supports downstream, import into Unity/Unreal/Blender/Houdini/web, pricing/credits, capability limits, and rights/licensing. Not for flat text-to-image, text-to-video clips, or real-time on-the-fly world models (Marble outputs are downloadable, static 3D environments).

中文简介正在准备中。当前显示原文说明。

calesthio/generative-media-skills2102026年7月14日 更新

Use DeepMotion Animate 3D for markerless video-to-3D human motion capture through the cloud portal, sales-gated API, or real-time SDK; covers capture planning, body/hand/face/multi-person limits, custom characters, retargeting, refinement, exports, DCC/game-engine handoff, QA, pricing, privacy, consent, and rights checks.

中文简介正在准备中。当前显示原文说明。

calesthio/generative-media-skills2102026年7月14日 更新

tripo-3d

免费

Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, or non-Tripo generators.

中文简介正在准备中。当前显示原文说明。

calesthio/generative-media-skills2102026年7月14日 更新

Use this skill when planning, capturing, processing, validating, troubleshooting, or exporting markerless human motion capture with Move AI products, including Move One single-camera workflows and Genesis multi-camera studio systems. It covers provider selection, setup, calibration, wardrobe and lighting constraints, documented multi-person operation, processing, cleanup, skeleton and retargeting choices, DCC/game-engine export, data management, consent, and privacy. Do not use it for general keyframe animation, non-Move mocap systems, 3D asset generation, or generic animation cleanup unrelated to Move AI outputs.

中文简介正在准备中。当前显示原文说明。

calesthio/generative-media-skills2102026年7月14日 更新

meshy-3d

免费

Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts.

中文简介正在准备中。当前显示原文说明。

calesthio/generative-media-skills2102026年7月14日 更新

Make an original animated music video (MV / PV) for a song from its audio file plus lyrics, in the Vocaloid / J-pop lyric-video tradition: 手書き/tegaki (V家手书, 手描きMV, ボカロPV), 文字PV and kinetic typography (リリックモーション, リリックビデオ, 歌詞動画, 歌词视频, 动态歌词), anime-illustration MVs with an original character — for any mood, from dark ballads to bright upbeat summer pop. Renders to MP4 with a deterministic Canvas2D/WebGL2 engine in a headless browser: JIZURA lyric motion, AI-generated art, optional Blender toon 3D, beat-locked editing, 9:16 vertical/Shorts version. Use it whenever the user wants a music video, MV, PV, lyric video or beat-synced animation for a song, e.g. "make an MV for my song", "turn this track into a lyric video", "给这首歌做个MV/PV", "做个V家手书", "この曲のMVを作って", "ボカロPV作って", "縦型ショートも" — even if they only give a .wav/.mp3 and say "make a cool video for it". Not for editing existing footage or clip compilations.

中文简介正在准备中。当前显示原文说明。

EGSECDA/vocaloid-style-mv-pipeline1842026年10月4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.

中文简介正在准备中。当前显示原文说明。

omer-metin/skills-for-antigravity1772026年1月22日 更新