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Blender Character Rigging

Community
EL4CTEO
blender-character-rigging

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.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-character-rigging
Stars
426
Forks
39
Bundled files
5
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 5 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Character Rigging AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-character-rigging
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-character-rigging .claude/skills/blender-character-rigging
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Character Rigging in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Character Rigging on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Character Rigging is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Character Rigging

The execution model is in blender-core. Faces and shape keys are in blender-facial-shapekeys, animation in blender-animation.

Pipeline (scripts chain; each returns JSON)

  1. Prepare the mesh: scale applied, facing -Y, feet at Z=0, centered on X=0, symmetric, in T- or A-pose (A-pose 30–45° deforms shoulders better). Run blender-asset-qa first.
  2. Metarig: scripts/rigify_build.py -- --add basic_human --fit Body (human adds a full face rig; for games use --no-face + shape keys).
  3. Place the joints (the fit only scales). Edit bones in X-ray against the mesh: joints sit at the pivot of rotation (inside the volume, not on the surface). The elbow and knee need a slight bend toward their natural direction (elbow back, knee forward) so the IK solves the right way. Symmetrize: bpy.ops.armature.symmetrize(). Check with look (shading="xray").
  4. Generate: --metarig META_Body --generate gives RIG_Body (control rig: FK/IK, IK/FK snapping, tweak bones, bone collections).
  5. Skin: scripts/bind_mesh.py -- --armature RIG_Body --meshes Body. It uses heat weights, switches to the voxel-proxy transfer automatically when heat fails (non-manifold, kitbashed or AI meshes), then cleans to 4 influences and normalizes.
  6. Stress test: scripts/stress_poses.py -- --armature RIG_Body, then look(mode="frames", frames=[1,10,20,30,40,50]). Fix collapsing elbows, candy-wrapped forearms, a sunken shoulder or a hip crease (below).
  7. Engine skeleton: rigify_build.py -- --rig RIG_Body --game-skeleton gives GAME_RIG_Body = root + DEF bones in a clean hierarchy, with DEF- stripped, constrained to the control rig and with the meshes re-targeted. Animate with the control rig, then bake to the game skeleton and export it (blender-animation → blender-export-pipelines).
  8. Validate: scripts/rig_check.py -- --armature GAME_RIG_Body --profile unity|unreal|roblox [--fix].

Bone rules

  • Layers of a production rig: DEF (deforming, the only ones exported), ORG (original metarig copy), MCH (mechanism helpers), controls (what animators touch). Never weight to control/MCH bones.
  • Naming: .L/.R suffixes (mirror tools, Rigify and rig_check depend on them). Unique, ASCII. Bone collections (arm.collections.new("FK"), bcoll.assign(bone)) replace the old bone layers.
  • Roll: consistent local axes. Y points down the bone; recalc with armature.calculate_roll(type="GLOBAL_POS_Z") for limbs, or per chain. Mirrored bones must have mirrored roll (rig_check flags this).
  • Chains: connected parent→child for limbs. Spine 3–5 bones, neck 1–2. Twist bones on the forearm and upper arm (Rigify's .001 segments) prevent candy-wrapping.
  • The root bone sits at the origin, Y-forward, carries no weights, and is used for root motion.
  • Scale: armature object scale 1, rotation 0. Apply before skinning. Non-uniform bone scale animation breaks engines.

Weight painting rules (what pros check)

  • ≤ 4 influences per vertex (mobile/Roblox), ≤ 8 on PC if the engine supports it. Always normalized. Weights below 0.01 removed.
  • Smooth falloff across joints: a 50/50 blend at the joint line, fading over ~1–2 edge loops. A hard 1/0 cut shows a crease; too wide gives rubbery limbs.
  • Elbows/knees: weight the outer side to the upper bone longer so the joint keeps volume. Add a helper/corrective bone or corrective shape for sharp bends.
  • Shoulders: blend the clavicle, upper arm and spine. Test arms raised above the head (stress frame 10).
  • Hips: the thigh-pelvis blend in front stays tight (crease) and soft at the back (glutes).
  • Head/neck: rigid head (100% head bone above the jawline), smooth neck blend. Props (helmets, armor plates) get 100% weight to a single bone, so they stay rigid with no stretching.
  • Mirror: paint one side, then object.vertex_group_mirror(all_groups=True, flip_group_names=True, use_topology=False), or work with X-mirror on.
  • Tools (live): Weight Paint mode with auto-normalize on, the gradient tool, Smooth (vertex_group_smooth), Levels, and object.data_transfer from a good mesh (clothing gets its weights from the body).

Correctives (beyond weights)

Corrective shape keys driven by bone rotation fix elbows, knees and shoulders in hero rigs. Sculpt the fix in the posed state (modifier_apply_as_shapekey or the Corrective Shape Keys add-on approach), then drive the key value from the bone's local rotation (driver TRANSFORMS var ROT_X in LOCAL_SPACE, mapped from 0 at rest to 1 at full bend). Games: correctives export as blendshapes. Drive them in the engine (UE Pose Driver / Unity script) or bake them into the animation.

Engine skeleton specifics

  • Unity Humanoid: Hips → Spine → Chest → Neck → Head, plus limbs. The game skeleton maps automatically (rig_check --profile unity shows the mapping). T-pose bind pose recommended.
  • Unreal: retarget to the UE5 Mannequin with IK Retargeter. Matching names (pelvis, spine_01, thigh_l...) speeds up chain mapping (--profile unreal lists the gaps). No leaf bones.
  • Roblox R15: a fixed hierarchy and names (LowerTorso, UpperTorso, LeftUpperArm...), Root > HumanoidRootNode > LowerTorso, no weights on Root, ≤ 4 influences. Build it manually or from Roblox's Blender template rather than Rigify. Details are in blender-export-pipelines/references/roblox.md.

Gotchas

  • rigify_generate needs the metarig selected and active (temp_override isn't enough). The scripts handle this.
  • "Bone Heat Weighting: failed to find solution" comes from non-manifold, intersecting parts or tiny scale. bind_mesh.py falls back to proxy. Fix the scale first.
  • Meshes parented with "Keep Transform" but with unapplied scale get a double transform. Apply the scale before parenting.
  • Modifier order: Armature should come after shape-key-like deforms and before Subdivision/Corrective Smooth (Corrective Smooth after Armature reduces collapsing).
  • 5.0: bone.select is gone. Use pose_bone.select or edit_bone.select. bone.hide affects edit bones too.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Character Rigging AI skill do?

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.

Why use Blender Character Rigging on TypingMind?

Because you install it once and use it with any model. Blender Character Rigging is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Character Rigging in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-character-rigging. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Character Rigging?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Character Rigging?

As many as you like. As long as a model supports skills, you can use Blender Character Rigging with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Character Rigging AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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