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blender-tooling

Build Blender Python add-ons, asset validators, exporters and pipeline automation.

Skill by poorvith-mp

IndexedMIT★ 5
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Build Blender Python add-ons, asset validators, exporters and pipeline automation. Use when writing Python scripts, add-ons, or batch tools for Blender.

Use cases: data, writing

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

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  • ~/.claude/skills/blender-tooling

What's inside

Skill name
blender-tooling
Description
Build Blender Python add-ons, asset validators, exporters and pipeline automation. Use when writing Python scripts, add-ons, or batch tools for Blender.
License
MIT
Instructions
147 lines in SKILL.md · view on GitHub

Agent Skills spec issues

  • body: contains an absolute path from the author's machine

Files (3)

  • SKILL.md
  • blender-tooling.skill
  • routing.yaml · evals/

SKILL.md (first lines)

# blender-tooling

## Core Philosophy
Manual 3D asset preparation—clicking through 14 menus to apply transforms, rename 40 bones, fix inverted normals, and export FBX files one by one—is an enormous drain on game studio productivity. High-performance art pipelines rely on custom Python automation within Blender (`bpy`). Professional Blender tooling builds robust, headless CLI batch exporters, automated asset validation linters, custom UI panels, and asset post-processors that eliminate human error.

---

## 4-Step Blender Python Tooling Architecture

### Step 1: The Blender Python API Anatomy (`bpy`)
1. **Core Submodules**:
   - `bpy.context`: Active selection, active mode, active scene.
   - `bpy.data`: Datablocks (meshes, armatures, materials, textures, actions).
   - `bpy.ops`: Operator execution (e.g. `bpy.ops.object.transform_apply()`).
   - `bpy.types`: Base classes for creating custom Operators, Panels, and Property Groups.
2. **The Safe Operator Rule**:
   - Avoid calling `bpy.ops` inside heavy loops (it is slow and requires active 3D context). Mutate `bpy.data` and mesh attributes directly via Python data APIs where possible.

### Step 2: Automated Asset Validation Linters
1. **Pre-Export Linter Checks**:
   - Write automated scripts that assert:
     - Unapplied Scale: `obj.scale != Vector((1.0, 1.0, 1.0))`.
     - Ngon Count: `any(len(poly.vertices) > 4 for poly in mesh.polygons)`.
     - Missing Materials / Textures: Materials with missing image filepaths.
     - Origin Alignment: Origin not at `(0, 0, 0)` for static props.
2. **The Hard Blocker Gate**:
   - If a validation check fails, abort export and display an error modal listing exact offender object names.

### Step 3: Custom Add-On Development (`bl_info` Standard)
1. **Add-On Architecture**:
   - Structure add-ons with formal registration:
     ```python
     bl_info = {
         "name": "Studio Pipeline Exporter",
         "author": "Technical Art Team",
         "version": (1, 2, 0),
         "blender": (4, 1, 0),
         "category": "Pipeline",
     }
     ```
2. **Custom UI Panels in the 3D Viewport**:
   - Create a dedicated sidebar tab (`N-Panel`) exposing 1-click batch actions: "Sanitize Asset", "Bake Normal Map", "Export Game-Ready FBX".

### Step 4: Headless CLI Batch Processing
1. **Headless Execution**:
   - Run Blender without GUI in CI/CD or build servers to process hundreds of assets overnight:
     ```bash
     blender -b assets/character.blend -P scripts/batch_export.py -- --output-dir ./dist/fbx
     ```
2. **CLI Argument Parsing**:
   - Use `sys.argv[sys.argv.index("--") + 1:]` to parse custom command-line arguments passed after Blender's native flags.

---

## Deliverable Format: Blender Python Add-on Template (`studio_exporter.py`)

```python
# -*- coding: utf-8 -*-
bl_info = {
    "name": "Game Asset Validator & Exporter",
    "author": "Tech Art",
    "version": (1, 0, 0),
    "blender": (4, 0, 0),
    "location": "View3D > Sidebar > Game Pipeline",
    "category": "Pipeline",
}

import bpy
from mathutils import Vector

class OBJECT_OT_validate_game_asset(bpy.types.Operator):
    '''Validate active object for game-engine readiness'''
    bl_idname = "object.validate_game_asset"
    bl_label = "Validate Active Asset"

    def execute(self, context):
        obj = context.active_object
        if not obj or obj.type != 'MESH':
            self.report({'ERROR'}, "No mesh object selected!")
            return {'CANCELLED'}

        # 1. Check Unapplied Scale
        if obj.scale != Vector((1.0, 1.0, 1.0)):
            self.report({'ERROR'}, f"Unapplied scale: {obj.scale}. Press Ctrl+A to apply.")
            return {'CANCELLED'}

        # 2. Check for Ngons (> 4 vertices)
        mesh = obj.data
        ngon_count = sum(1 for poly in mesh.polygons if len(poly.vertices) > 4)
        if ngon_count > 0:
            self.report({'ERROR'}, f"Asset contains {ngon_count} ngons! Triangulate or retopologize.")
            return {'CANCELLED'}

        self.report({'INFO'}, "Asset passed all game-ready checks!")
        return {'FINISHED'}

class VIEW3D_PT_game_pipeline_panel(bpy.types.Panel):
    '''Custom sidebar panel in 3D Viewport'''
    bl_label = "Game Pipeline Tools"
    bl_idname = "VIEW3D_PT_game_pipeline_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Game Pipeline"

    def draw(self, context):
        layout = self.layout
        layout.operator("object.validate_game_asset", icon='CHECKMARK')

def register():
    bpy.utils.register_class(OBJECT_OT_validate_game_asset)
    bpy.utils.register_class(VIEW3D_PT_game_pipeline_panel)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_validate_game_asset)
    bpy.utils.unregister_class(VIEW3D_PT_game_pipeline_panel)

if __name__ == "__main__":
    register()
```

From poorvith-mp/skills-gamedev, MIT.

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Last commit (this folder)
Sep 12, 2026 (1 month ago)
Last release
Oct 2, 2026 (27 days ago)

From GitHub (fetched Oct 24, 2026).

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License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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blender-tooling skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-blender-tooling (last updated 2026-10-24)