blender · monumentalsystems — Claude Code skill: what it does, how to install
Quick reference for Blender workflows, shortcuts, rigging setups, and 3D export pipelines into Unity and Unreal Engine.
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill blender -a claude-codeWhat blender does
This skill provides your coding agent with foundational guidance on Blender's interface and 3D production pipeline. It details editor navigation, mesh editing shortcuts like Ctrl+B for beveling or Ctrl+R for loop cuts, primitive types, and geometry modifiers.
The reference also covers sculpting tools, bone management for Blender 4.0+, and weight painting. Separate guides detail engine export settings. Forgetting to apply transforms with Ctrl+A before exporting breaks model alignment. The skill specifies a 1.00 scale with -Z forward for Unity, compared to a 0.01 scale with -X forward for Unreal Engine.
What it helps with
- configure FBX export settings for Unreal Engine with 0.01 scale and -X forward axis
- set up character skeletons and constraints using Rigify or human meta-rig templates
- look up modeling shortcuts for mesh operations like bevels, insets, and edge loops
- resolve rotation and scale mismatches when moving assets into Unity
Example prompts for the agent
- What FBX settings should I use to export an animated asset into Unity?
- Show the shortcut keys for switching viewport projection and numpad views in Blender.
- How do I organize bone collections for an armature in Blender 4.0?
How to install blender
1Skills CLI (Vercel)
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill blender -a claude-code2Manually: put the files in place
~/.claude/skills/blender/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/blender/
1Skills CLI (Vercel)
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill blender -a codex2Manually: put the files in place
.agents/skills/blender/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill blender -a cursor2Manually: put the files in place
.cursor/skills/blender/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install MonumentalSystems/Atlas-Agent-Teams blender2Manually: put the files in place
.github/skills/blender/SKILL.md1Skills CLI (Vercel)
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill blender -a gemini-cli2Platform CLI
gemini skills install https://github.com/MonumentalSystems/Atlas-Agent-Teams --path teams/3d-design/skills/blenderManually: put the files in place
.devin/skills/blender/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill blender -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about blender
How do I install blender in Claude Code?
Run npx skills add MonumentalSystems/Atlas-Agent-Teams --skill blender -a claude-code. The file will be placed in ~/.claude/skills/blender/SKILL.md.
What does the blender skill do?
It gives your AI agent reference data for Blender viewports, editing hotkeys, retopology methods, and game engine export rules.
How do FBX export axes differ between Unity and Unreal?
Unity uses -Z forward and a 1.00 scale, while Unreal expects -X forward with a 0.01 scale factor.
Source text
SKILL.md · MIT
--- name: blender description: Blender interface, workflows, and 3D production pipeline --- # Blender ## Blender Interface and Workflows ### Workspace Layout - **3D Viewport**: Main viewport for modeling and scene manipulation - **Outliner**: Hierarchical view of scene objects - **Properties Panel**: Object, modifier, and material properties - **Timeline**: Animation timeline and playback controls - **Graph Editor**: Animation curve editing - **UV Editor**: UV mapping and texture editing - **Shader Editor**: Node-based material and shader creation ### Navigation - **Orbit**: Middle mouse button - **Pan**: Shift + Middle mouse button - **Zoom**: Scroll wheel - **Numpad Views**: 1 (front), 3 (right), 7 (top), 5 (orthographic/perspective) - **Frame Selected**: Period (.) - **Frame All**: Home ### Object Modes - **Object Mode**: Manipulate entire objects - **Edit Mode**: Edit mesh geometry - **Sculpt Mode**: Digital sculpting - **Vertex Paint**: Paint vertex colors - **Weight Paint**: Paint vertex weights for rigging - **Texture Paint**: Paint textures directly on model - **Pose Mode**: Animate rigged characters ## Modeling Tools and Techniques ### Primitives - **Mesh Primitives**: Cube, Sphere, Cylinder, Cone, Torus, Plane, Monkey - **Curve Primitives**: Bezier, NURBS curves - **Surface Primitives**: NURBS surfaces - **Metaballs**: Organic blobby shapes ### Edit Mode Tools - **Extrude (E)**: Extrude faces, edges, or vertices - **Inset (I)**: Create inset faces - **Bevel (Ctrl+B)**: Bevel edges - **Loop Cut (Ctrl+R)**: Add edge loops - **Knife Tool (K)**: Cut custom geometry - **Bridge Edge Loops**: Connect edge loops - **Merge (Alt+M)**: Merge vertices - **Dissolve (X)**: Remove geometry while maintaining shape ### Modifiers - **Subdivision Surface**: Smooth subdivision - **Mirror**: Mirror geometry across axis - **Array**: Duplicate geometry in patterns - **Boolean**: Combine, subtract, or intersect meshes - **Decimate**: Reduce polygon count - **Remesh**: Retopologize mesh - **Shrinkwrap**: Project mesh onto target surface - **Solidify**: Add thickness to surfaces ## Sculpting and Retopology ### Sculpt Mode - **Brushes**: Draw, Clay Strips, Crease, Smooth, Inflate - **Dyntopo**: Dynamic topology for sculpting - **Multiresolution**: Subdivision sculpting - **Masking**: Protect areas from sculpting - **Falloff**: Control brush influence - **Stroke Settings**: Spacing, jitter, smoothing ### Retopology - **Shrinkwrap Modifier**: Project new topology onto sculpt - **Snap to Face**: Snap vertices to surface - **Poly Build**: Manual retopology tool - **Bsurface**: Automatic retopology add-on - **Quad Remesher**: Automatic quad-based retopology ## Blender Rigging and Weight Painting ### Armature - **Bone Creation**: Add bones to create skeleton - **Bone Editing**: Edit bone position, rotation, scale - **Bone Layers**: Organize bones into layers - **Bone Groups**: Group bones for organization - **IK Constraints**: Inverse kinematics setup - **Bone Collections**: Organize bones in Blender 4.0+ ### Rigging Tools - **Rigify**: Auto-rigging system for characters - **Auto-Rig Pro**: Commercial rigging add-on - **Human Meta-Rig**: Humanoid rig template - **Constraints**: IK, Copy Rotation, Limit Rotation, etc. ### Weight Painting - **Weight Paint Mode**: Paint vertex weights - **Brush Settings**: Brush size, strength, falloff - **Weight Tools**: Normalize, blur, smooth weights - **Vertex Groups**: Assign vertices to bone groups - **Mirror Weights**: Mirror weights across symmetry - **Weight Gradient**: Create smooth weight transitions ## Grease Pencil and Animation Tools ### Grease Pencil - **2D Drawing**: Draw 2D strokes in 3D space - **Object Mode**: Manipulate grease pencil objects - **Edit Mode**: Edit stroke points - **Draw Mode**: Draw new strokes - **Sculpt Mode**: Sculpt stroke thickness - **Vertex Paint**: Paint stroke colors - **Materials**: Assign materials to strokes ### Animation - **Keyframing**: Insert keyframes (I) - **Timeline**: Scrub and playback animation - **Dope Sheet**: Overview of keyframes - **Graph Editor**: Fine-tune animation curves - **NLA Editor**: Non-linear animation editing - **Action Editor**: Edit animation actions ## Blender to Unity/Unreal Export Pipelines ### Export Settings - **FBX Export**: File > Export > FBX - **Scale**: Set to 1.00 for Unity, 0.01 for Unreal - **Forward Axis**: Set to -Z forward for Unity, -X forward for Unreal - **Up Axis**: Set to Y up for both engines - **Apply Transforms**: Apply scale, rotation, location before export - **Include Selected**: Export only selected objects ### Unity Export - **Scale**: 1.00 (Unity uses meters) - **Forward**: -Z forward - **Up**: Y up - **Apply Transforms**: Ctrl+A > Apply > Scale, Rotation, Location - **Export Selected**: Check to export only selected objects ### Unreal Export - **Scale**: 0.01 (Unreal uses centimeters) - **Forward**: -X forward - **Up**: Z up - **Apply Transforms**: Ctrl+A > Apply > Scale, Rotation, Location - **Export Selected**: Check to export only selected objects ### Common Export Issues - **Scale Mismatch**: Ensure correct scale factor for target engine - **Rotation Issues**: Check forward and up axis settings - **Material Export**: Materials may need to be recreated in target engine - **Animation Export**: Ensure animations are baked and exported - **Texture Paths**: Use relative paths for textures
© MonumentalSystems · MIT · MonumentalSystems/Atlas-Agent-Teams
Similar skills
Everything for Game dev and 3D: Unity, Unreal, Godot, Blender →blender by other authors comes first.