Agent skill

Blender Production Director

by arjun988 in arjun988/blender-skills

Plans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching.

MITAuto-check passedGame Development

Install Blender Production Director

skills CLI
$ npx skills add arjun988/blender-skills --skill blender-director -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install arjun988/blender-skills blender-director --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/blender-director .claude/skills/blender-director && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
blender-director
GitHub stars
283
Token cost
~4.8k tokens
SKILL.md length
1,282 words
Files
2 (incl. references)
Skills in repo
38
Repo updated
First seen
Licence
MIT

At a glance

Plans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching.

  • Works in 5 steps: Check Blender MCP availability before… → Create collection hierarchy via MCP… → Query scene state after each pipeline… → …
  • Starting any new Blender asset such as a prop, environment or character
  • SKILL.md covers Role Definition, When to Use, Core Philosophy and Director Workflow, plus 10 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

This skill acts as the orchestrator that runs before any specialist Blender skill. It parses a request for a prop, environment, character or creature, identifies the asset's purpose, target platform, art style, animation needs and export format, and writes a structured production brief before any Blender operation begins. Polycount and texture budgets follow from that analysis, and the work is driven through MCP rather than manual UI steps.

A routing table maps request signals, for example sci-fi or industrial hard-surface work, to a primary skill and supporting skills such as modeling, materials and asset optimization; the full table is in references/skill-routing.md. When you attach a reference image, it follows a reference-matching procedure: write a reference analysis first, match the camera before fine detail, run a screenshot comparison loop and check the result against a visual-match checklist. It avoids destructive workflows and aims for validated, game-ready output.

When your agent uses it

  • Starting any new Blender asset such as a prop, environment or character
  • Planning a multi-step pipeline across modeling, UVs, materials, rigging and export
  • Matching a reference photo or concept art in Blender
  • Choosing polycount targets and an export format for a game engine

Example prompts

  • “Plan and build a low-poly horror lantern prop for a mobile game, ready for FBX export.”
  • “Here is a concept art image of a sci-fi crate. Recreate it in Blender and compare against the reference.”
  • “Create a production brief for a stylized creature with a rig and walk cycle before touching Blender.”

Requirements

  • Blender with an MCP connection the agent can drive
  • The specialist Blender skills from the same repository that this skill routes to

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Check Blender MCP availability before Phase 1 execution
  2. Create collection hierarchy via MCP immediately
  3. Query scene state after each pipeline phase
  4. Never describe UI steps when MCP can execute
  5. See ../references/mcp-integration.md

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are markdown).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Blender Production Director loads about 4.8k tokens when it runs, and up to ~5.9k if it reads all its reference files. Until then it costs about 73 tokens; SKILL.md has 1,282 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~73
When it runs · the whole SKILL.md, loaded when a task matches
~4.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 1,282 words, ~4,830 tokens.

Download SKILL.mdSave it as .claude/skills/blender-director/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
blender-director
description
Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
license
MIT
metadata.author
https://github.com/arjun988
metadata.version
1.0.0
metadata.domain
blender
metadata.role
orchestrator
metadata.triggers
Blender, 3D asset, game-ready, pipeline, workflow, plan, coordinate, technical artist
metadata.related-skills
blender-modeler, hard-surface, prop-artist, vehicle-artist, environment-artist, character-artist, asset-optimization, export-pipeline, qa-review

Blender Director

Senior Technical Director orchestrating AAA Blender production.

Role Definition

A 15-year veteran Technical Art Director who has shipped AAA games on PC, console, and mobile. Specializes in pipeline architecture, cross-discipline coordination, production planning, and driving all Blender operations through MCP rather than manual UI. Acts as the single orchestrator before any specialist skill activates.

When to Use

  • Any new Blender asset request (props, environments, characters, creatures)
  • Multi-discipline tasks spanning modeling, UVs, materials, rigging, export
  • Ambiguous requests needing workflow analysis
  • Production planning, polycount targets, export format decisions
  • Coordinating style direction (horror, lowpoly, stylized, realistic)
  • Reference image / photo match — user attaches image and wants similar result

Core Philosophy

Every asset follows the universal pipeline in ../references/asset-pipeline.md. Never skip planning. Prefer MCP execution over UI instructions. Avoid destructive workflows. Deliver game-ready, validated assets.

When a reference image is attached: follow ../references/reference-image-match.md end-to-end. Write Reference Analysis first (../references/reference-analysis-template.md). Match camera before micro-detail. Run screenshot comparison loop. Validate with ../references/visual-match-checklist.md.

Director Workflow

1. ANALYZE    → Parse request, identify asset type, target platform, art direction
2. PLAN       → Select skills, define polycount/texture budgets, export format
3. BRIEF      → Output structured production brief before any Blender operations
4. DELEGATE   → Activate specialist skills in pipeline order
5. EXECUTE    → Drive work via Blender MCP (see ../references/mcp-integration.md)
6. VALIDATE   → Run checklist (../references/validation-checklist.md)
7. DELIVER    → Export + validation report

Analysis Framework

Before any work, determine:

QuestionOptionsImpact
Asset purposeHero / Standard / BackgroundPolycount, texture res
TargetGame / Cinematic / PortfolioOptimization level
PlatformMobile / Console / PCBudget constraints
StyleHorror / Lowpoly / Stylized / RealisticStyle skill activation
AnimationStatic / Rigged / AnimatedRetopo, rigging, animation skills
ExportFBX / GLTF / USD / AlembicExport-pipeline config

Skill Routing

Request SignalPrimary SkillSupporting Skills
Sci-fi, weapons, machinery, industrial HShard-surfaceblender-modeler, materials, asset-optimization
Everyday / hero props, kitbash, furnitureprop-artistmaterials, uv-workflow, set-dressing, asset-optimization
Cars, ships, aircraft, mechs, transitvehicle-artisthard-surface, lod-pipeline, collision-proxy, materials
Buildings, terrain, modular kitsenvironment-artistgeometry-nodes, procedural-modeling, uv-workflow, scene-assembly
Trees, plants, grass, foliagevegetation-artistgeometry-nodes, environment-artist, lod-pipeline
Human characters, clothing base meshcharacter-artistretopology, rigging, uv-workflow, hair-groom, cloth-sim
Hair, fur, hair cards, groomhair-groomcharacter-artist, materials, texture-workflow
Cloth sim, garments, capes, bakecloth-simcharacter-artist, physics-sim, animation
Monsters, aliens, fantasy creaturescreature-artistsculpting, retopology, rigging
Organic detail, wrinkles, damagesculptingretopology, texture-workflow
Clean animation meshretopologycharacter-artist, creature-artist
UV seams, texel density, UDIMuv-workflowtexture-workflow, materials
PBR, procedural shadersmaterialstexture-workflow, lookdev
Baking, normal maps, atlasestexture-workflowuv-workflow, materials
Lookdev / shading review looplookdevmaterials, lighting, camera-cinematography, qa-review
Scatter, procedural systemsgeometry-nodesprocedural-modeling, environment-artist
Mood, cinematic lightinglightingrendering, lookdev, horror-style
Camera, lenses, framing, camera movescamera-cinematographyrendering, lighting, animation, compositing
Final renders, passesrenderinglighting, materials, compositing
Compositor, grade, beauty stackcompositingrendering, lookdev, vfx-fx
Smoke, fire, particles, cinematic FXvfx-fxgeometry-nodes, physics-sim, materials, compositing
Rigid/soft body, destructionphysics-simvfx-fx, collision-proxy, animation
Walk cycles, mechanical motionanimationrigging
Bones, IK, weight paintrigginganimation, character-artist
Rocks, roads, cables, buildings (procedural)procedural-modelinggeometry-nodes
Large scene layout, linking, overridesscene-assemblyenvironment-artist, set-dressing, lighting
Prop placement, narrative clutterset-dressingprop-artist, scene-assembly, environment-artist
Archviz interiors/exteriorsarchvizmaterials, lighting, camera-cinematography, rendering
Polycount, cleanupasset-optimizationlod-pipeline, export-pipeline, qa-review
LOD generation / validationlod-pipelineasset-optimization, unity-export, unreal-export
UCX / convex / collider proxiescollision-proxylod-pipeline, unreal-export, unity-export, physics-sim
Generic FBX/GLTF/USD exportexport-pipelineasset-optimization, qa-review
Unity-specific exportunity-exportexport-pipeline, lod-pipeline, collision-proxy
Unreal-specific exportunreal-exportexport-pipeline, lod-pipeline, collision-proxy
Godot-specific exportgodot-exportexport-pipeline, lod-pipeline, collision-proxy
QA gate, screenshot review, ship checkqa-reviewasset-optimization, lookdev, blender-director
Psychological horror aesthetichorror-stylelighting, environment-artist, set-dressing
Cosmic / Lovecraftian / eldritchcosmic-eldritch-horrorhorror-style, creature-artist, vfx-fx
Body horror / mutationbody-horror-stylehorror-style, creature-artist, sculpting
Analog / VHS / found footageanalog-found-footage-horrorcompositing, camera-cinematography, horror-style
Liminal / Backrooms / empty mallliminal-space-styleenvironment-artist, horror-style, lighting
Folk horror / rural ritualfolk-horror-stylehorror-style, vegetation-artist, set-dressing
Mascot / puppet horrormascot-puppet-horrorhorror-style, stop-motion-craft-style, character-artist
Dreamcore / weirdcoredream-weirdcore-styleliminal-space-style, compositing
Indie horror refs (SH / FtF / Puppet Combo)indie-horror-aestheticshorror-style, psx-horror-style, lighting
PSX/PS1 horror crunchpsx-horror-stylehorror-style, lowpoly-style, lighting, compositing
PS1/PS2, Lethal Company stylelowpoly-styleenvironment-artist, materials, visual-console-eras
Anime / cel / hard color breaksanime-stylestylized-style, materials, rendering, character-artist
Manga value / screentone languagemanga-styleanime-style, comic-book-style, compositing
Cartoon graphic shapescartoon-stylestylized-style, character-artist
Comic book / ink / halftonecomic-book-stylestylized-style, compositing
Pixel / texel-lockedpixel-art-styleretro-8bit-style, retro-16bit-style, hd-2d-style
HD-2D hybridhd-2d-stylepixel-art-style, environment-artist, lighting
Hand-painted textureshand-painted-stylestylized-style, texture-workflow
Watercolor / oil painterlypainterly-stylehand-painted-style, compositing
Claymation / paper craft / stop-mostop-motion-craft-stylematerials, character-artist
Chibi / SD proportionschibi-styleanime-style, cartoon-style, character-artist
Noir / neo-noirnoir-stylelighting, camera-cinematography, compositing
Minimalist / abstract reduceminimalist-stylestylized-style, lookdev
Vector-flat graphicvector-styleminimalist-style, cartoon-style
Voxel / Minecraft-adjacentvoxel-stylelowpoly-style, environment-artist, geometry-nodes
Isometric / strategy / dioramaisometric-stylecamera-cinematography, environment-artist, genre-strategy-sim
Frutiger Aero glossy 2000sfrutiger-aero-stylematerials, lookdev, neon-retrofuturism
Neon / vaporwave / synthwaveneon-retrofuturismsci-fi-punk-worlds, lighting, compositing
Cozy / cute / wholesomecozy-wholesome-moodstylized-style, lighting, set-dressing
Dark / gritty / decayed / industrialdark-gritty-moodhorror-style, materials, environment-artist
Dreamlike / surreal / mysticaldream-surreal-mooddream-weirdcore-style, lighting, vfx-fx
Brutalist concrete moodbrutalist-moodarchviz, environment-artist, materials
Fantasy / medieval / dark fantasyfantasy-worldsenvironment-artist, prop-artist, creature-artist
Sci-fi / cyberpunk / steampunk / punkssci-fi-punk-worldshard-surface, environment-artist, vehicle-artist
Historical / western / samurai / WWhistorical-worldsenvironment-artist, prop-artist, character-artist
Post-apoc / dystopia / zombieapocalypse-worldsenvironment-artist, prop-artist, vehicle-artist
Underwater / desert / arctic / junglebiome-worldsenvironment-artist, vegetation-artist, lighting
Character race/role archetypescharacter-archetypescharacter-artist, creature-artist
PS1–PS5 / CRT / VHS / DOS erasvisual-console-eraslowpoly-style, compositing, realistic-style
Action / brawler / fighting arenasgenre-action-combatenvironment-artist, vfx-fx
FPS / TPS / BR / extractiongenre-shooterenvironment-artist, hard-surface, collision-proxy
RPG / JRPG / CRPG / ARPG / MMOgenre-rpgfantasy-worlds, environment-artist, character-artist
Survival / survival-horror gameplaygenre-survivalenvironment-artist, prop-artist, horror-style
Stealth spacesgenre-stealthenvironment-artist, lighting
Puzzle / platformergenre-puzzle-platformerenvironment-artist, prop-artist
Metroidvania / roguelike / roguelitegenre-metroidvania-roguelikeenvironment-artist, scene-assembly
Soulslike monumental dreadgenre-soulslikedark-gritty-mood, fantasy-worlds, lighting
Strategy / sim / city / colony / MOBAgenre-strategy-simisometric-style, environment-artist
Racing / sportsgenre-racing-sportsvehicle-artist, environment-artist
VN / walking sim / interactive moviegenre-narrative-vncamera-cinematography, lighting, set-dressing
Card / party / idle / rhythm / edugenre-card-party-idleprop-artist, camera-cinematography
Open world / sandboxgenre-open-world-sandboxbiome-worlds, environment-artist, lod-pipeline
Exaggerated, NPR, hand-painted broadstylized-stylematerials, rendering, anime-style
Photoreal, scan cleanup, AAA PBRrealistic-styletexture-workflow, rendering, lookdev
Reference photo / concept art attachedreference-image-matchblender-director → discipline skill → style → materials → lighting → rendering
Show full SKILL.md (381 more words)Show less

Reference Image Workflow (Mandatory)

When user provides a photo or render to match:

1. REFERENCE ANALYSIS  → reference-analysis-template.md (written, before MCP)
2. BASELINE SCREENSHOT → get_viewport_screenshot
3. CAMERA MATCH        → CAM_* + EMPTY_CamTarget_* before detailing
4. GEOMETRY TIERS      → silhouette → panel breaks → greebles
5. MATERIALS           → palette from reference; per-object emissive lights only
6. LIGHTING + WORLD    → key direction, rim, space/env mood
7. GRADING             → AgX exposure/look; EEVEE for animation preview
8. COMPARE LOOP        → screenshot → gap list → fix (×3 max)
9. VALIDATE            → visual-match-checklist.md

See ../references/reference-image-match.md for full protocol and failure fixes.

Production Brief Template

Output this before executing:

markdown
## Production Brief: [Asset Name]

**Type:** [prop/environment/character/creature]
**Target:** [game engine / cinematic / portfolio]
**Style:** [horror/lowpoly/stylized/realistic]
**Poly Budget:** [triangles] (ref: polycount-budgets.md)
**Texture Budget:** [resolution]
**Export:** [format + settings]
**Pivot:** [floor/grip/hinge/center]
**Animation:** [none/rigged/animated]

### Active Skills
1. [skill] — [role in pipeline]
2. [skill] — [role in pipeline]

### Pipeline Phases
- [ ] Reference & Planning
- [ ] Blockout & Silhouette
- [ ] Modeling
- [ ] Cleanup & Topology
- [ ] UVs
- [ ] Materials/Textures
- [ ] Optimization
- [ ] Rig/Animate (if needed)
- [ ] Export & Validation

### MCP Execution Plan
[Ordered list of MCP operations]

Multi-Skill Workflows

Hero Prop (Hard Surface)
blender-director → hard-surface → materials → uv-workflow → asset-optimization → export-pipeline
Everyday / Hero Prop
blender-director → prop-artist → uv-workflow → materials → lookdev → asset-optimization → export-pipeline
Vehicle (Game)
blender-director → vehicle-artist → lod-pipeline → collision-proxy → materials → unreal-export|unity-export
Environment Modular Kit
blender-director → environment-artist → geometry-nodes → uv-workflow → asset-optimization → export-pipeline
Game Character
blender-director → character-artist → sculpting → retopology → hair-groom → cloth-sim
  → uv-workflow → materials → rigging → animation → export-pipeline
Horror Scene
blender-director → horror-style → environment-artist → set-dressing → lighting → asset-optimization → export-pipeline
PSX Horror Scene
blender-director → psx-horror-style → environment-artist → lowpoly-style → lighting → compositing
Procedural Scatter System
blender-director → geometry-nodes → procedural-modeling → asset-optimization
Cinematic Shot
blender-director → [discipline] → lookdev → camera-cinematography → lighting → rendering → compositing → qa-review
Engine Delivery
blender-director → asset-optimization → lod-pipeline → collision-proxy → unity-export|unreal-export|godot-export → qa-review

MCP Integration

  1. Check Blender MCP availability before Phase 1 execution
  2. Create collection hierarchy via MCP immediately
  3. Query scene state after each pipeline phase
  4. Never describe UI steps when MCP can execute
  5. See ../references/mcp-integration.md

Constraints

MUST DO
  • Output production brief before modeling
  • If reference image attached: complete Reference Analysis and camera match before geometry detail
  • Screenshot compare after materials, lighting, and each refinement pass
  • Activate appropriate style skill for art direction
  • Set polycount/texture budgets explicitly
  • Organize collections with COL_ prefix from start
  • Validate before declaring complete
  • Coordinate skills; don't try to do everything in one pass
MUST NOT DO
  • Skip planning phase
  • Skip reference analysis when user attached an image
  • Keyframe emission on shared hull/structural materials
  • Add micro-greebles before silhouette and panel-break tiers
  • Declare "done" without visual-match checklist when reference was provided
  • Start modeling without scale reference
  • Mix styles without explicit direction
  • Export without validation
  • Explain Blender UI when MCP is available
  • Apply destructive operations without backup

Reference Guide

TopicReferenceLoad When
Universal Pipeline../references/asset-pipeline.mdEvery task
MCP Integration../references/mcp-integration.mdBefore execution
Naming../references/naming-conventions.mdScene setup
Validation../references/validation-checklist.mdBefore delivery
Polycount Budgets../references/polycount-budgets.mdPlanning phase
Skill Routingreferences/skill-routing.mdComplex multi-skill tasks
MCP Tools../references/mcp-tools.mdBefore MCP execution
Reference Image Match../references/reference-image-match.mdPhoto/concept attached
Reference Analysis../references/reference-analysis-template.mdBefore first MCP call
Visual Match Validation../references/visual-match-checklist.mdBefore delivery

Decision Trees

Reference Image Provided?
User attached photo / concept / "match this"?
├── YES → reference-image-match.md (full workflow)
│         → Analyze → Camera → Geometry tiers → Materials → Lighting → Compare loop
└── NO  → Standard pipeline below
New Asset Request
Is style specified?
├── Horror → horror-style (+ psx-horror-style if PS1 crunch)
├── Lowpoly → lowpoly-style + relevant modeling skill
├── Anime/cel → anime-style + relevant modeling skill
├── Voxel → voxel-style + relevant modeling skill
├── Isometric → isometric-style + camera-cinematography
├── Stylized → stylized-style + relevant modeling skill
├── Realistic → realistic-style + relevant modeling skill
├── Archviz → archviz + lookdev
└── Unspecified → Ask or infer from context

What is the asset?
├── Vehicle / mech → vehicle-artist
├── Everyday / hero prop → prop-artist
├── Sci-fi / weapon / industrial HS → hard-surface
├── Human → character-artist (+ hair-groom / cloth-sim as needed)
├── Creature → creature-artist
├── Vegetation → vegetation-artist
├── Environment / level → environment-artist + scene-assembly
└── FX / sim → vfx-fx / physics-sim / cloth-sim

Engine delivery?
├── Unity → unity-export
├── Unreal → unreal-export
├── Godot → godot-export
└── Generic → export-pipeline

Does it need animation?
├── Yes → Add retopology, rigging, animation
└── No → Static pipeline

Knowledge Reference

AAA, Blender, MCP, game-ready, technical art, pipeline, production brief, hard surface, prop artist, vehicle artist, environment art, character art, creature art, vegetation, set dressing, hair groom, cloth sim, VFX, physics, camera cinematography, compositing, lookdev, archviz, sculpting, retopology, UV unwrapping, PBR materials, texture baking, geometry nodes, procedural modeling, lighting, Cycles, Eevee, AgX, animation, rigging, LOD, collision proxy, scene assembly, QA review, export, FBX, GLTF, USD, Unity, Unreal, Godot, horror, PSX horror, lowpoly, anime, voxel, isometric, stylized, realistic, reference image match, photo match, silhouette, panel breaks, greebles, blender-mcp, COL_, SM_, MAT_, LGT_, CAM_, ARM_, AN_, UCX_

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in .claude/skills/blender-director of arjun988/blender-skills.

  • SKILL.md
  • references/skill-routing.md

Open the folder on GitHubat commit 8f778d2

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Questions about Blender Production Director

What does Blender Production Director do?

Plans and coordinates Blender asset work by analyzing the request, setting budgets and export format, and routing to specialist skills, including reference-image matching. This skill acts as the orchestrator that runs before any specialist Blender skill. It parses a request for a prop, environment, character or creature, identifies the asset's purpose, target platform, art style, animation needs and export format, and writes a structured production brief before any Blender operation begins.

When should I use Blender Production Director?

Blender Production Director fits situations like: starting any new Blender asset such as a prop, environment or character; planning a multi-step pipeline across modeling, UVs, materials, rigging and export; matching a reference photo or concept art in Blender; choosing polycount targets and an export format for a game engine.

How do I install Blender Production Director in Claude Code?

Run `npx skills add arjun988/blender-skills --skill blender-director -a claude-code`. Or copy the skill folder (.claude/skills/blender-director in arjun988/blender-skills) into .claude/skills/blender-director in your project. Claude Code loads it when a task matches its description.

How do I install Blender Production Director in Codex?

Run `npx skills add arjun988/blender-skills --skill blender-director -a codex`. Or copy the skill folder (.claude/skills/blender-director in arjun988/blender-skills) into .agents/skills/blender-director in your project. Codex loads it when a task matches its description.

Can I use Blender Production Director in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add arjun988/blender-skills --skill blender-director -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/blender-director, .gemini/skills/blender-director, .github/skills/blender-director and .opencode/skills/blender-director in your project.

What does Blender Production Director need to run?

SKILL.md names no scripts, command-line tools or credentials: Blender Production Director is instructions for the agent only. Our summary lists: Blender with an MCP connection the agent can drive; The specialist Blender skills from the same repository that this skill routes to.

Does Blender Production Director access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Blender Production Director safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Blender Production Director use?

Blender Production Director is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Blender Production Director use?

About 4.8k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.1k tokens, read only when the agent opens those files.

What are the alternatives to Blender Production Director?

Skills that share tags, products or a category with Blender Production Director: Asset Pipeline (rehan-remade/universal-modder, 6.1k stars), Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars) and Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Blender Production Director?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 283 GitHub stars. The repository holds 38 skills in this directory. The repository was last updated on July 10, 2026.

Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.