agentleFS
robgallardofrobgallardof/blender-forge/.agents/skills/blender-modeling/SKILL.md

blender-modeling

Skill0 starsChanged 18 days agoMITView on GitHub

Model objects with blender-forge from primitives, modifiers and raw meshes - blockout, real-world proportions, modifier recipes, low-poly and hard-surface style. Use when asked to create or model anything in Blender.

6 other projects use a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 3 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Only then materials and light.

    line 12
  2. Distinctive:

    No parts poke through each other (check the front and right views).

    line 46

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Modeling with blender-forge

Method

  1. Blockout: big shapes first, with primitives at real sizes. Look.
  2. Shape: modifiers before raw geometry. Look.
  3. Detail: bevels, small parts, smoothing. Look.
  4. Only then materials and light.

Real-world sizes (metres)

ThingSize
Person1.75 tall
Door0.9 x 2.0
Desk / table top0.72-0.76 high, 1.2-1.6 x 0.6-0.8
Chair seat0.45 high, 0.45 x 0.45
Sofa0.85 high, seat 0.42
Mug0.09 high, 0.04 radius
Room2.5-2.8 ceiling
Car4.5 x 1.8 x 1.45

Modifier recipes (add_modifier settings use Blender property names)

  • Soft edges on hard surfaces: bevel {"width": 0.01-0.03, "segments": 3}.
  • Organic and smooth: subdivision {"levels": 2, "render_levels": 2} plus shade smooth.
  • Repeats (shelves, fence, stairs): array {"count": 8, "relative_offset_displace": [1.1, 0, 0]}.
  • Symmetry: model half, then mirror {"use_axis": [true, false, false]}.
  • Holes and cuts: make a cutter object, boolean {"operation": "DIFFERENCE", "object": "Cutter"}, then apply_modifiers and remove the cutter (ask first).
  • Thin walls (vases, shells): solidify {"thickness": 0.01}.
  • Low-poly look: decimate {"ratio": 0.3} and flat shading.
  • Lathe shapes (bottles, vases): create_mesh with a profile (vertices in the X/Z plane, edges between them), then screw {"steps": 32, "angle": 6.283}.

Custom shapes

create_mesh(vertices, faces) builds anything: compute the coordinates, keep faces consistently ordered (counter-clockwise seen from outside) and shade smooth when curved. join pieces that belong to one mesh; parent pieces that should move together but stay separate.

Checks before finishing

  • Nothing floats unless intended: bottoms rest at z = 0 or on their support.
  • No parts poke through each other (check the front and right views).
  • Proportions match the references above.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.