Agent skill

Rigging

by arjun988 in arjun988/blender-skills

Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers.

MITAuto-check passedAgent Workflows

Install Rigging

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

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

GitHub CLI
$ gh skill install arjun988/blender-skills rigging --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/rigging .claude/skills/rigging && 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
rigging
GitHub stars
271
Token cost
~932 tokens
SKILL.md length
301 words
Files
3 (incl. references)
Skills in repo
38
Repo updated
First seen
Licence
MIT

At a glance

Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers.

  • Works in 5 steps: Create armature via MCP → Parent mesh with automatic weights via MCP → Query bone count and hierarchy → …
  • Tasks that involve MCP servers
  • SKILL.md covers When to Use, Workflow, Armature Naming and Bone Hierarchy, plus 10 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Rigging is an agent skill from arjun988/blender-skills. Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.

Its SKILL.md is about 930 tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/humanoid-rig.md` and `references/mechanical-rig.md`).

It sits in Agent Workflows, covering MCP servers. It works with Model Context Protocol and Blender. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.

When your agent uses it

  • Tasks that involve MCP servers

Example prompts

  • “/rigging”

Workflow steps

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

  1. Create armature via MCP
  2. Parent mesh with automatic weights via MCP
  3. Query bone count and hierarchy
  4. Validate weight groups via MCP if supported
  5. Export armature with mesh via export-pipeline

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.

    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

Rigging loads about 932 tokens when it runs, and up to ~1.5k if it reads all its reference files. Until then it costs about 46 tokens; SKILL.md has 301 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~46
When it runs · the whole SKILL.md, loaded when a task matches
~932
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.5k

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). 301 words, ~932 tokens.

Download SKILL.mdSave it as .claude/skills/rigging/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
rigging
description
Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.
license
MIT
metadata.author
https://github.com/arjun988
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
rig, rigging, armature, bone, IK, FK, weight paint, constraint, facial rig, driver
metadata.related-skills
animation, character-artist, blender-modeler

Rigging

Functional rigs supporting intended motion. Clean deformation. Engine-compatible bone hierarchies.

When to Use

  • Character/creature deformation rigs
  • Mechanical constraint rigs
  • Facial expression rigs
  • Prop rigs (doors, vehicles, weapons)
  • Before any animation work

Workflow

Skeleton Design → Bone Placement → Hierarchy → Constraints/IK
    → Weight Painting → Deformation Test → Export Prep

Armature Naming

Prefix: ARM_[AssetName] Bones: [side]_[region]_[name] — e.g., L_arm_upper, spine_01, jaw

Bone Hierarchy

ARM_Character
├── root
├── spine_01 → spine_02 → spine_03
│   ├── L_clavicle → L_arm_upper → L_arm_lower → L_hand
│   └── R_clavicle → R_arm_upper → R_arm_lower → R_hand
├── L_leg_upper → L_leg_lower → L_foot → L_toe
└── R_leg_upper → R_leg_lower → R_foot → R_toe

IK vs FK

Use IKUse FK
Legs (ground contact)Spine (flexible arc)
Arms (hand placement)Shoulder overlap
Feet plantingFinger detail
Mechanical reachWhip/tail motion

Standard: IK legs, FK spine; switchable arms for game characters.

Constraints

ConstraintUse
IKLimb positioning
Copy RotationMechanical sync
Limit RotationJoint ranges
Stretch ToTentacles, pistons
Child OfWeapon attach/detach
ShrinkwrapGround contact (use carefully)

Weight Painting

1. Automatic weights as starting point only
2. Clean weights: normalize per vertex (max 4 influences)
3. Smooth problematic areas (shoulders, hips)
4. Test extreme poses: T-pose, arms up, crouch, jaw open
5. Gradient weights at joints — no hard 1.0/0.0 at bend center

Mechanical Rigs

  • Empty objects as control handles
  • Constraints instead of weight painting
  • Hinge limits match real joint ranges
  • Parent hierarchy mirrors mechanical assembly

Facial Rigs

ApproachUse Case
Bone-basedGame characters
Shape keysCinematics, dialog
HybridHero game characters

Minimum game facial: jaw open, blink L/R, brow up/down.

Drivers

  • Gear rotation sync
  • Auto eyelid blink
  • Weapon reload mechanism
  • Procedural antenna/wire motion

MCP Integration

  1. Create armature via MCP
  2. Parent mesh with automatic weights via MCP
  3. Query bone count and hierarchy
  4. Validate weight groups via MCP if supported
  5. Export armature with mesh via export-pipeline

Deformation Test Poses

  • T-pose / A-pose (bind pose)
  • Arms fully raised
  • Deep crouch
  • Neck rotation extremes
  • Jaw wide open (characters)

Constraints

MUST DO
  • Rig after retopology complete
  • Name bones consistently
  • Limit bone influences to 4 per vertex (game engines)
  • Test deformation at extremes before animation
  • Document control scheme for animators
MUST NOT DO
  • Auto weights without cleanup (hero assets)
  • Scale bones in bind pose
  • Rig before topology validated
  • Skip IK pole targets on limbs
  • Mix multiple root bones without documentation

Reference Guide

TopicReferenceLoad When
Humanoid rigreferences/humanoid-rig.mdCharacters
Mechanical rigreferences/mechanical-rig.mdProps, vehicles

© 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 2 other files (references) in .claude/skills/rigging of arjun988/blender-skills.

  • SKILL.md
  • references/humanoid-rig.md
  • references/mechanical-rig.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Rigging next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Rigging compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Rigging this skillarjun988/blender-skills271—~932Automated safety check: PassMIT
Blender MCPTommy-yw/RunbookHermes5461 repos~1kAutomated safety check: PassMIT
Scenario Orbit Viewsscenario-labs/skills898—~2.3kAutomated safety check: PassMIT
Blender MCP Videomicky-li-hd/VideoCoCo115—~1.1kAutomated safety check: PassNone
MCP Server Builderanthropics/skills180k62 repos~2.3kAutomated safety check: PassApache-2.0
MCP Server BuildershareAI-lab/learn-claude-code78k5 repos~1.2kAutomated safety check: PassMIT

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Categories

Questions about Rigging

What does Rigging do?

Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Rigging is an agent skill from arjun988/blender-skills. Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers.

When should I use Rigging?

Rigging fits situations like: tasks that involve MCP servers.

How do I install Rigging in Claude Code?

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

How do I install Rigging in Codex?

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

Can I use Rigging 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 rigging -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/rigging, .gemini/skills/rigging, .github/skills/rigging and .opencode/skills/rigging in your project.

What does Rigging need to run?

SKILL.md names no scripts, command-line tools or credentials: Rigging is instructions for the agent only.

Does Rigging 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 Rigging 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 Rigging use?

Rigging 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 Rigging use?

About 932 tokens (SKILL.md is roughly 3.7k 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 536 tokens, read only when the agent opens those files.

What are the alternatives to Rigging?

Skills that share tags, products or a category with Rigging: Blender MCP (Tommy-yw/RunbookHermes, 546 stars), Scenario Orbit Views (scenario-labs/skills, 898 stars), Blender MCP Video (micky-li-hd/VideoCoCo, 115 stars) and MCP Server Builder (anthropics/skills, 180k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Rigging?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 271 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.