blender-toolkit

⚠️ Installation Check (READ THIS FIRST)

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Install skill "blender-toolkit" with this command: npx skills add dev-gom/claude-code-marketplace/dev-gom-claude-code-marketplace-blender-toolkit

⚠️ Installation Check (READ THIS FIRST)

IMPORTANT: Before using this skill, check Blender addon installation status.

Config location: Check the shared config file for your installation status:

~/.claude/plugins/marketplaces/dev-gom-plugins/blender-config.json

Always run scripts with --help first to see usage. DO NOT read the source until you try running the script first and find that a customized solution is abslutely necessary. These scripts can be very large and thus pollute your context window. They exist to be called directly as black-box scripts rather than ingested into your context window.

Required actions based on config:

  1. If Blender Not Detected (blenderExecutable: null )

Blender was not found during initialization. Please:

  • Install Blender 4.0+ from https://www.blender.org

  • Restart Claude Code session to trigger auto-detection

  • Check logs: .blender-toolkit/init-log.txt

  1. If Multiple Versions Detected (detectedBlenderVersions array)

The system detected multiple Blender installations. If you want to use a different version:

  • Open config file (path shown above)

  • Edit blenderExecutable field to your preferred version path

  • Restart Claude Code session

Example:

{ "detectedBlenderVersions": [ {"version": "4.2.0", "path": "C:\Program Files\Blender Foundation\Blender 4.2\blender.exe"}, {"version": "4.1.0", "path": "C:\Program Files\Blender Foundation\Blender 4.1\blender.exe"} ], "blenderExecutable": "C:\Program Files\Blender Foundation\Blender 4.2\blender.exe" }

  1. If Addon Not Installed (addonInstalled: false )

The addon needs to be installed manually. Follow these steps:

Manual Installation Steps:

Method 1: Install from ZIP (Recommended)

1. Open Blender 4.0+

2. Edit > Preferences > Add-ons > Install

3. Select: .blender-toolkit/blender-toolkit-addon-v*.zip

4. Enable "Blender Toolkit WebSocket Server"

Method 2: Install from Source

1. Open Blender 4.0+

2. Edit > Preferences > Add-ons > Install

3. Select: plugins/blender-toolkit/skills/addon/init.py

4. Enable "Blender Toolkit WebSocket Server"

Start WebSocket Server:

  • Open 3D View → Sidebar (press N key)

  • Find "Blender Toolkit" tab

  • Click "Start Server" button

  • Default port: 9400 (auto-assigned per project)

Update Config:

  • Open config file (path shown above)

  • Set "addonInstalled": true

  • Save file

Verify Connection:

  • Try a simple command: node .blender-toolkit/bt.js list-objects

  • If successful, you'll see a list of objects in your scene

Troubleshooting:

  • If Blender path is incorrect: Update blenderExecutable in config

  • If port is in use: System will auto-assign next available port (9401-9500)

  • Check logs: .blender-toolkit/init-log.txt

  • Check Blender console for error messages

  1. If Everything is Ready (addonInstalled: true )

✅ You're all set! You can use all Blender Toolkit commands.

blender-toolkit

Automate Blender workflows with WebSocket-based real-time control. Create geometry, manage materials and modifiers, and retarget Mixamo animations to custom rigs with intelligent bone mapping.

Purpose

Provide comprehensive Blender automation through:

  • 🎨 Geometry Creation - Primitives (cube, sphere, cylinder, plane, cone, torus)

  • 🎭 Material Management - Create, assign, and configure materials

  • 🔧 Modifier Control - Add, apply, and manage modifiers

  • 🎬 Animation Retargeting - Mixamo to custom rigs with automatic bone mapping

When to Use

Use this skill when:

  • Creating 3D Geometry: User wants to create primitives or manipulate meshes

  • Managing Materials: User needs to create or assign materials with PBR properties

  • Adding Modifiers: User wants subdivision, mirror, array, or other modifiers

  • Retargeting Animations: User needs to apply Mixamo animations to custom characters

  • Batch Operations: User wants to process multiple objects or animations

Note: Mixamo does not provide an official API. Users must manually download FBX files from Mixamo.com.

Quick Start

Prerequisites Checklist

Before starting, ensure:

  • Blender 4.0+ installed

  • Blender Toolkit addon installed and enabled

  • WebSocket server started in Blender (default port: 9400)

  • Character rig loaded (for animation retargeting)

Install Addon:

  1. Open Blender → Edit → Preferences → Add-ons
  2. Click "Install" → Select plugins/blender-toolkit/skills/addon/init.py
  3. Enable "Blender Toolkit WebSocket Server"
  4. Start server: View3D → Sidebar (N) → "Blender Toolkit" → "Start Server"

Common Operations

Create Geometry:

Create cube at origin

blender-toolkit create-cube --size 2.0

Create sphere with custom settings

blender-toolkit create-sphere --radius 1.5 --segments 64

Subdivide mesh

blender-toolkit subdivide --name "Cube" --cuts 2

Manage Objects:

List all objects

blender-toolkit list-objects

Transform object

blender-toolkit transform --name "Cube" --loc-x 5 --loc-y 0 --scale-x 2

Duplicate object

blender-toolkit duplicate --name "Cube" --new-name "Cube.001" --x 3

Materials:

Create material

blender-toolkit material create --name "RedMaterial"

Assign to object

blender-toolkit material assign --object "Cube" --material "RedMaterial"

Set color

blender-toolkit material set-color --material "RedMaterial" --r 1.0 --g 0.0 --b 0.0

Retarget Animation:

Basic retargeting with UI confirmation

blender-toolkit retarget
--target "HeroRig"
--file "./Walking.fbx"
--name "Walking"

Rigify preset (skip confirmation)

blender-toolkit retarget
--target "MyRigifyCharacter"
--file "./Walking.fbx"
--mapping mixamo_to_rigify
--skip-confirmation

Show Mixamo download instructions

blender-toolkit mixamo-help Walking

Architecture

WebSocket-Based Design:

┌──────────────┐ ┌─────────────┐ WebSocket ┌──────────────┐ │ Claude Code │ IPC │ TypeScript │◄──────────────►│ Blender │ │ (Skill) │────────►│ Client │ Port 9400+ │ (Addon) │ └──────────────┘ └─────────────┘ └──────────────┘ │ │ ▼ ▼ ┌─────────────────┐ ┌────────────────────┐ │ - Geometry │ │ - WebSocket │ │ - Material │ │ Server │ │ - Modifier │ │ - Command │ │ - Retargeting │ │ Handlers │ │ - Bone Mapping │ │ - Bone Mapping UI │ └─────────────────┘ └────────────────────┘

Key Components:

  • WebSocket Server: Python addon in Blender (ports 9400-9500)

  • TypeScript Client: Sends commands via JSON-RPC

  • Bone Mapping System: Fuzzy matching with UI confirmation

  • Two-Phase Workflow: Generate → Review → Apply

Core Workflows

  1. Geometry Creation Workflow

Extract Requirements:

  • Primitive type (cube, sphere, cylinder, etc.)

  • Position (x, y, z coordinates)

  • Size parameters (radius, depth, segments)

  • Optional object name

Execute:

import { BlenderClient } from 'blender-toolkit';

const client = new BlenderClient(); await client.connect(9400);

// Create sphere const result = await client.sendCommand('Geometry.createSphere', { location: [0, 0, 2], radius: 1.5, segments: 64, name: 'MySphere' });

console.log(✅ Created ${result.name} with ${result.vertices} vertices);

  1. Material Assignment Workflow

Steps:

  • Create material

  • Assign to object

  • Configure properties (color, metallic, roughness)

Execute:

Create and configure material

blender-toolkit material create --name "Metal" blender-toolkit material set-color --material "Metal" --r 0.8 --g 0.8 --b 0.8 blender-toolkit material set-metallic --material "Metal" --value 1.0 blender-toolkit material set-roughness --material "Metal" --value 0.2

Assign to object

blender-toolkit material assign --object "Sphere" --material "Metal"

  1. Animation Retargeting Workflow ⭐

Most Common Use Case

Phase 1: Setup & Generate Mapping

  1. User provides:

    • Target character armature name
    • Animation FBX file path
    • (Optional) Animation name for NLA track
  2. System executes:

    • Connects to Blender WebSocket
    • Imports FBX file
    • Analyzes bone structure
    • Auto-generates bone mapping (fuzzy matching)
    • Displays mapping in Blender UI for review
  3. Quality Assessment:

    • Excellent (8-9 critical bones) → Safe to auto-apply
    • Good (6-7 critical bones) → Quick review recommended
    • Fair (4-5 critical bones) → Thorough review required
    • Poor (< 4 critical bones) → Manual mapping needed

Phase 2: User Confirmation

  1. User reviews mapping in Blender:

    • View3D → Sidebar (N) → "Blender Toolkit" → "Bone Mapping Review"
    • Check source → target correspondence
    • Edit incorrect mappings using dropdowns
    • Use "Auto Re-map" button to regenerate if needed
  2. User confirms:

    • Click "Apply Retargeting" button in Blender
  3. System completes:

    • Creates constraint-based retargeting
    • Bakes animation to keyframes
    • Adds to NLA track
    • Cleans up temporary objects

Example:

import { AnimationRetargetingWorkflow } from 'blender-toolkit';

const workflow = new AnimationRetargetingWorkflow();

// If user doesn't have FBX yet console.log(workflow.getManualDownloadInstructions('Walking'));

// After user downloads FBX await workflow.run({ targetCharacterArmature: 'HeroRig', animationFilePath: './Walking.fbx', animationName: 'Walking', boneMapping: 'auto', // Auto-generate with fuzzy matching skipConfirmation: false // Enable UI review workflow });

Skip Confirmation (For Known-Good Mappings):

Rigify preset - instant application

blender-toolkit retarget
--target "RigifyCharacter"
--file "./Walking.fbx"
--mapping mixamo_to_rigify
--skip-confirmation

Excellent quality - trusted auto-mapping

blender-toolkit retarget
--target "MyCharacter"
--file "./Walking.fbx"
--skip-confirmation

Key Features

Auto Bone Mapping with UI Review 🌟

Recommended Workflow for unknown or custom rigs:

How It Works:

Fuzzy Matching Algorithm

  • Normalizes bone names (handles various conventions)

  • Calculates similarity scores (0.0-1.0)

  • Applies bonuses for:

  • Substring matches (+0.15)

  • Common prefixes: left, right (+0.1)

  • Common suffixes: .L, .R, _l, _r (+0.1)

  • Number matching: Spine1, Spine2 (+0.1)

  • Anatomical keywords: arm, leg, hand (+0.05)

Quality Assessment

  • Tracks 9 critical bones (Hips, Spine, Head, Arms, Legs, Hands)

  • Provides quality rating (Excellent/Good/Fair/Poor)

  • Recommends action based on quality

UI Confirmation Panel

  • Shows complete mapping table

  • Editable dropdowns for each mapping

  • "Auto Re-map" button (regenerate)

  • "Apply Retargeting" button (proceed)

Benefits:

  • Works with any rig structure

  • No manual configuration needed

  • User verifies before application

  • Prevents animation errors

Three Bone Mapping Modes

  1. Auto Mode (Recommended) ⭐

Default: Auto-generate with UI confirmation

blender-toolkit retarget --target "Hero" --file "./Walk.fbx"

  • Fuzzy matching algorithm

  • UI review workflow

  • Best for unknown rigs

  1. Rigify Mode

Preset for Rigify control rigs

blender-toolkit retarget --target "Hero" --file "./Walk.fbx" --mapping mixamo_to_rigify

  • Predefined Mixamo → Rigify mapping

  • Instant application

  • Highest accuracy for Rigify

  1. Custom Mode

// Explicit bone mapping const customMapping = { "Hips": "root_bone", "Spine": "torso_01", "LeftArm": "l_upper_arm", // ... complete mapping };

await workflow.run({ boneMapping: customMapping, skipConfirmation: true });

  • Full control

  • Reusable across animations

  • For non-standard rigs

Multi-Project Support

Automatic Port Management:

  • Projects automatically assigned unique ports (9400-9500)

  • Configuration persists across sessions

  • Multiple Blender instances can run simultaneously

Configuration Storage:

// ~/.claude/plugins/.../blender-config.json { "projects": { "/path/to/project-a": { "port": 9400 }, "/path/to/project-b": { "port": 9401 } } }

Important Guidelines

When to Ask User

Use AskUserQuestion tool if:

  • Character armature name is unclear

  • Multiple rigs exist (ambiguous target)

  • Animation FBX path not provided

  • Blender WebSocket connection fails

  • User needs Mixamo download guidance

DO NOT guess:

  • Character names

  • File paths

  • Rig structures

Mixamo Download Process

Since Mixamo has no API, users must manually download:

Provide Instructions:

// Show download help const workflow = new AnimationRetargetingWorkflow(); console.log(workflow.getManualDownloadInstructions('Walking')); console.log(workflow.getRecommendedSettings());

Wait for User:

  • Guide user through Mixamo.com download

  • Get file path after download completes

  • Then proceed with retargeting

Troubleshooting

"Blender is not running"

Check connection

blender-toolkit daemon-status

If failed:

  1. Verify Blender is open
  2. Check addon is enabled
  3. Start server: Blender → N → "Blender Toolkit" → "Start Server"

"Target armature not found"

  • Verify exact armature name (case-sensitive)

  • Check character is in current scene

  • Use list-objects --type ARMATURE to see available armatures

"Poor quality" bone mapping

  • Review bone names in Blender (Edit Mode)

  • Create custom mapping for critical bones

  • Lower similarity threshold (default: 0.6)

  • Check rig has proper hierarchy

"Twisted or inverted limbs"

  • Check left/right bone mapping

  • Verify bone roll in Edit Mode

  • Review constraint axes

  • Test with simple animation first

Best Practices

🌟 Use Auto Mode with UI Confirmation

  • Most reliable for unknown rigs

  • Always review critical bones (Hips, Spine, Arms, Legs)

  • Edit incorrect mappings before applying

Test Simple Animations First

  • Start with Idle or Walking

  • Verify bone mapping works correctly

  • Check root motion (Hips bone)

  • Then proceed to complex animations

Download Correct Format from Mixamo

  • Format: FBX (.fbx)

  • Skin: Without Skin

  • FPS: 30 fps

  • Keyframe Reduction: None

Check Quality Before Auto-Apply

  • Excellent (8-9 critical) → Safe to skip confirmation

  • Good (6-7 critical) → Quick review

  • Fair (4-5 critical) → Thorough review

  • Poor (< 4 critical) → Use custom mapping

Save Custom Mappings for Reuse

  • Document successful mappings

  • Reuse for same character's animations

  • Share with team members

Let System Manage Ports

  • Don't manually configure ports

  • System handles multi-project conflicts

  • Configuration persists automatically

References

Detailed documentation in references/ folder:

commands-reference.md - Complete CLI command reference

  • All geometry, object, material, modifier commands

  • Detailed options and examples

  • Port management and tips

bone-mapping-guide.md - Bone matching system details

  • Fuzzy matching algorithm explained

  • Quality assessment metrics

  • Common mapping patterns (Rigify, UE4, Unity)

  • Troubleshooting mapping issues

workflow-guide.md - Complete workflow documentation

  • Step-by-step retargeting workflow

  • Mixamo download process

  • Two-phase confirmation details

  • Batch processing workflows

  • Multi-project workflows

addon-api-reference.md - WebSocket API documentation

  • JSON-RPC protocol details

  • All API methods and parameters

  • Error handling

  • Security and performance tips

When to Load References:

  • User needs detailed command options

  • Troubleshooting complex issues

  • Understanding bone mapping algorithm

  • Setting up advanced workflows

  • API integration requirements

Output Structure

.blender-toolkit/ ├── skills/scripts/ # Local TypeScript scripts (auto-initialized) │ ├── src/ # Source code │ ├── dist/ # Compiled JavaScript │ └── node_modules/ # Dependencies ├── bt.js # CLI wrapper ├── logs/ # Log files │ ├── typescript.log │ ├── blender-addon.log │ └── error.log └── .gitignore

Shared config: ~/.claude/plugins/.../blender-config.json

Notes

  • Port range: 9400-9500 (Browser Pilot uses 9222-9322)

  • File formats: FBX recommended, Collada (.dae) supported

  • Blender version: 4.0+ required (2023+)

  • Auto-initialization: SessionStart hook installs and builds scripts

  • No manual daemon management: System handles everything

  • WebSocket protocol: JSON-RPC 2.0

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