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Blender Clothing

Community
EL4CTEO
blender-clothing

Game clothing in Blender 5.2 - garments from body regions (ease offset, thickness), skin-weight transfer, hiding covered body faces, cloth-sim draping for folds, body-morph shape keys on garments, layered clothing, pose-aware poke-through checks, sim-to-game-mesh cleanup. Use for shirts, pants, armor, outfits, layered or swappable clothing.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-clothing
Stars
605
Forks
52
Bundled files
2
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.

  • 2 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 Clothing 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-clothing
  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-clothing .claude/skills/blender-clothing
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Clothing 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 Clothing 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 Clothing 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.

Clothing

The execution model is in blender-core. The rig and weights are in blender-character-rigging, classic cloth settings in blender-simulation, and Roblox layered clothing cages in blender-export-pipelines (references/roblox.md).

One call each

scripts/garment.py -- --body Body --group Torso --name Shirt --hide-body
scripts/garment.py -- --body Body --zmin 0.45 --zmax 1.05 --name Pants --offset 0.01 --drape 40 --morphs
scripts/garment.py -- --body Body --group Torso --name Armor --offset 0.02 --thickness 0.008
scripts/garment.py -- --check Shirt --body Body          # pose the rig first: checks the current pose

How pros build game clothing

  1. Shape: start from the body (extract + offset) for fitted clothes, or from flat patterns sewn by cloth sim (Marvelous Designer or Blender cloth with sewing springs) for loose ones. Simulate on the body in its rest pose (A/T).
  2. Game mesh: retopo the high/sim result to clean, even quads with loops at the joints (elbows, knees, shoulders get 3 loops), then UV it. Bake folds into normal maps (blender-texture-baking) so the low mesh stays light.
  3. Skin: copy weights from the body (same bones, same influences), clean them (limit 4, normalize, drop < 0.001), then blend toward smoother weights only on loose parts (skirts, coats) and add extra bones for those.
  4. Hide what's covered: delete body faces under the garment (save tris, stop poke-through) or mask them per outfit. Keep one ring of skin under cuffs and collars.
  5. Verify in motion: stress poses (blender-character-rigging stress_poses.py), then --check in each. Fix by easing (offset), smoothing the body there, weight tweaks, or hiding.

garment.py

  • Region: --group (body vertex group, weight > 0.5) or a world --zmin/--zmax band. The faces are copied in world space and pushed out along the vertex normals by --offset (ease: 5–10 mm fitted cotton, 10–20 mm jackets, 15–30 mm armor). Then Solidify adds --thickness (2–4 mm fabric, 5–10 mm leather/armor), growing outward. UVs carry over from the body.
  • Weights: Data Transfer (POLYINTERP_NEAREST, all groups by name), applied, limited to --max-influences, normalized and cleaned. The body's Armature modifier is added and parented to the rig.
  • --hide-body: Hidden_<name> vertex group (the region shrunk by one ring) + an inverted Mask modifier on the body. Swappable outfits toggle masks. For export, delete those faces on a body copy instead.
  • --drape N: classic cloth (cotton-ish: mass 0.15, tension 15, bending 0.5, quality 8). The top 8% is pinned, the body collides at 3 mm, it settles N frames, then the result is applied. That gives gravity folds on loose areas. Use 30–60 frames.
  • --morphs: for each body shape key, a same-named garment shape key, via Surface Deform bound in the rest pose and applied as a shape key per morph. Engines drive body and garment keys together (fat/thin, muscle, breathing). Measured: a 30% body morph pokes through 346 verts. With the matching garment key, 0.
  • Poke check (also run at the end of every build): casts along each body vertex normal. If the garment is hit inward before outward (or sits < 0.5 mm away), it's poke-through. Verts that hit no garment within 0.1 m aren't covered and are ignored. It reports covered_verts, poke_verts and poke_max_m, uses the evaluated pose, and respects the body masks.

Layered clothing

  • Order from the skin out: underwear/base → shirt → vest → jacket → armor. Each layer offsets from the one below (run garment.py --body Shirt for a vest over the shirt) and copies weights from the body, not from the layer below.
  • Interpenetration between layers in motion usually comes from mismatched weights. Copying all layers from the same body keeps them moving together.
  • Roblox layered clothing needs <Name>_InnerCage + <Name>_OuterCage built from Roblox's template cages (same vert order/UVs). Other engines (UE Mutable/Unity) blend shape keys or use body-hiding masks. Same principle.

Gotchas

  • shape_key_add() creates keys at value 1.0 (measured). Set .value = 0 when authoring morphs from Python.
  • Surface Deform for morphs only: if left live together with an Armature modifier, the pose is applied twice. --morphs removes it after baking the keys.
  • Apply the body's scale before building. Offsets and thickness are in meters.
  • Cloth sims need the body's collision mesh at a modest resolution. Decimate a proxy for the collision if the body is > 50k verts.
  • Run blender-asset-qa on the final garment (z-fighting with the body, floating parts, normals) and check its tris against blender-game-optimization budgets.

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 Clothing AI skill do?

Game clothing in Blender 5.2 - garments from body regions (ease offset, thickness), skin-weight transfer, hiding covered body faces, cloth-sim draping for folds, body-morph shape keys on garments, layered clothing, pose-aware poke-through checks, sim-to-game-mesh cleanup. Use for shirts, pants, armor, outfits, layered or swappable clothing.

Why use Blender Clothing on TypingMind?

Because you install it once and use it with any model. Blender Clothing 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 Clothing in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-clothing. 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 Clothing?

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 Clothing?

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

Is the Blender Clothing 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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