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Blender Workflow Recipes

Community
EL4CTEO
blender-workflow-recipes

End-to-end Blender 5.2 playbooks chaining the blender-* skills with QA gates - game props (mid-poly, high-to-low), game characters (sculpt/AI mesh to rigged, animated export), Roblox props/accessories/avatars, AI or downloaded asset cleanup, procedural environments, web/AR assets, product turntables, mood/weather shots (night, rain, snow, fog). Use for complete multi-stage asset requests.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-workflow-recipes
Stars
426
Forks
39
Bundled files
Instructions only
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.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

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

Installation

Install the Blender Workflow Recipes 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-workflow-recipes
  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-workflow-recipes .claude/skills/blender-workflow-recipes
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Workflow Recipes 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 Workflow Recipes 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 Workflow Recipes 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.

Workflow Recipes

S = the skills folder. Every .py runs headless via python S/blender-core/scripts/run_in_blender.py --blend F.blend S/<skill>/scripts/<x>.py -- ..., or live via MCP import + run() (see blender-core). Gate = stop and fix before continuing. Save after every stage (--save).

1. Game prop, mid-poly (fast, no bake)

  1. Blockout at real scale (blender-hardsurface-modeling). Gate: ob.dimensions vs reference.
  2. UV the blockout before beveling (the Bevel/Boolean modifiers carry UVs): uv_pack.py --objects SM_X --method seams --seams-from-sharp 60 → texel_density.py --res 2048 --set 512
  3. apply_stack.py --objects SM_X --preset midpoly [--cutters ...] (keep it live; --apply --triangulate only on the export copy)
  4. Materials: build_pbr_material.py --preset ... or tiling/trim textures.
  5. Gate: qa_check.py --objects SM_X --profile game passes, plus look (angles, material + wireframe).
  6. mesh_stats.py --budget <platform> → make_lods.py --objects SM_X --rename
  7. export_asset.py --preset <engine> --objects SM_X_LOD0 SM_X_LOD1 ... Gate: re-import dims / GLB summary.

2. Game prop, high → low baked (hero quality)

  1. High poly: hardsurface --preset subd or sculpt (sculpt_ops.py), named X_high.
  2. Low: auto_retopo.py --objects X_high --tris N --method planar|decimate|quadriflow, or manual. Rename it SM_X.
  3. uv_pack.py --objects SM_X --method seams --seams-from-sharp 60 --margin-px 16
  4. Gate: qa_check.py on SM_X (game) and X_high (render profile, no inverted parts).
  5. bake_maps.py --low SM_X --high X_high --maps normal ao curvature id --pack-orm [--directx for Unreal]
  6. build_pbr_material.py --name M_X --textures //textures --objects SM_X (+ basecolor/roughness from texturing).
  7. Gate: look in material shading (no seams/waviness), then steps 6–7 of recipe 1.

3. Game character (sculpt or AI mesh → animated export)

  1. Source mesh (sculpt / generate_3d / scan) at real height, facing -Y, feet on Z=0. Run qa_check.py --profile render.
  2. auto_retopo.py --method quadriflow --tris 20000 (or manual retopo for heroes, keeping the edge flow rules). uv_pack.py --method min_stretch.
  3. bake_maps.py --low Body --high Body_src --maps normal ao basecolor (basecolor via emission override if the source has colors/materials).
  4. rigify_build.py --add basic_human --fit Body → place joints (look xray) → --metarig META_Body --generate
  5. bind_mesh.py --armature RIG_Body --meshes Body → stress_poses.py --armature RIG_Body → look(mode="frames"). Gate: no collapse at the elbows/knees/shoulders. Fix weights.
  6. rigify_build.py --rig RIG_Body --game-skeleton → rig_check.py --armature GAME_RIG_Body --profile unity|unreal
  7. Animate on RIG_Body (blender-animation) → bake_action.py --source RIG_Body --target GAME_RIG_Body [--root-motion xy --hips spine]
  8. export_asset.py --preset unity_skeletal|unreal_skeletal --objects GAME_RIG_Body (meshes are included as children). Gate: GLB/FBX summary shows skins + all clips. Engine scale check.

4. Roblox

  • MeshPart prop: recipe 1 with --profile roblox in QA (≤20k tris, watertight, no n-gons, single UV 0–1), separate grayscale maps (no ORM), export_asset.py --preset roblox (FBX) or roblox_gltf. Textures 1024² (PBR).
  • Rigid accessory: ≤4k tris, an attachment point empty matching an R15 _Att name, --preset roblox.
  • Layered clothing: start from Roblox's official cage templates. Build <Name>_InnerCage/_OuterCage (never change cage vertex count/order/UVs), skin to R15 bones, ≤4 influences, no weights on Root. Validate in Studio's Accessory Fitting Tool.
  • Avatar body: 15 _Geo parts, R15 skeleton, attachments, outer cages, 10,742 tri budget. Read blender-export-pipelines/references/roblox.md first.
  • Upload: Studio AssetService:CreateAssetAsync for batches.

5. Cleaning AI-generated / downloaded assets

  1. Import (import_asset / generate_3d / file). Scale to real size (world_bounding_box), origin to the bottom, ground at z=0, transform_apply.
  2. scene_audit.py --fix purge scale → qa_check.py --profile game. Typical findings: non-manifold, duplicate verts, inverted islands, floating debris, z-fighting shells.
  3. Fix: make_lods.py --cleanup (merge/degenerate/loose), recalc normals, delete floating debris (or remesh via sculpt_ops.py for garbage topology), then auto_retopo.py --method decimate to budget.
  4. Re-UV if the UVs are fragmented (uv_pack.py) and re-bake from the original (bake_maps.py --high original).
  5. Gate: QA passes + look. Never ship generated meshes unreviewed.

6. Procedural environment

  1. Terrain/ground mesh, then a scatter tree with gn_builder.py --spec scatter.json --apply Ground --set Density=... Seed=... (recipes in blender-geometry-nodes/references/recipes.md).
  2. Assets to scatter: optimized props with LODs (recipe 1). Keep instances (don't realize) for engines that support instancing (export_gpu_instances).
  3. Gate: mesh_stats.py on the evaluated result, plus look from the gameplay camera height.

7. Web / AR asset

Recipe 1 or 2 with budgets --budget web (≤30k tris, 1–2 materials, 2k textures) → export_asset.py --preset web (meshopt + WebP) → optional gltf-transform optimize --texture-compress ktx2. USDZ for iOS AR: --preset usd --out x.usdz. Gate: GLB summary (size < 5 MB) and Khronos PBR Neutral look-dev match.

8. Product shot / turntable

  1. Materials with measured values (build_pbr_material.py --preset), and QA for z-fighting/floating parts (very visible in close-ups).
  2. Set the render resolution, then turntable.py --objects Product --rig studio --backdrop --frames 120 --lens 85
  3. render_batch.py --preset preview --frames 1 → review → --preset product --frames 1-120 --format PNG → encode, or --format MP4.
  4. Gate: no fireflies or clipped highlights (AgX / Khronos PBR Neutral), and the product sits on the backdrop (contact shadow).

9. Mood / weather shot (rainy night, snowy morning, foggy dawn)

  1. Scene at real scale with a camera. QA the hero assets first (wet reflections and snow expose z-fighting and gaps).
  2. scene_mood.py --time night --fog-visibility 250 (or --mood cyberpunk|horror|underwater|desert). Add practical lights (street, windows, neon) at real color temperatures.
  3. Weather: precipitation.py --type rain --intensity heavy --ground <ground/roofs> → surface_weather.py --objects <surfaces> --wetness 0.7 --puddles 0.4 --ripples 1 --streaks 0.5 → lightning.py --flashes 2. Snow: --type snow + --snow 0.8 --snow-depth 0.06.
  4. Gate: render_batch.py --preset preview --frames <mid>,<flash> at the final aspect ratio. Rain must read (backlit), puddles must reflect a light, the night must keep contrast. Then render the full loop (frame range = the precipitation loop).

Frequently asked questions

What does the Blender Workflow Recipes AI skill do?

End-to-end Blender 5.2 playbooks chaining the blender-* skills with QA gates - game props (mid-poly, high-to-low), game characters (sculpt/AI mesh to rigged, animated export), Roblox props/accessories/avatars, AI or downloaded asset cleanup, procedural environments, web/AR assets, product turntables, mood/weather shots (night, rain, snow, fog). Use for complete multi-stage asset requests.

Why use Blender Workflow Recipes on TypingMind?

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

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

Which AI models can use Blender Workflow Recipes?

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 Workflow Recipes?

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

Is the Blender Workflow Recipes 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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