Threejs World Generation
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
$ npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install witnesstodark/mr-mak-workspace blender-game-animation --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/blender-game-animation .claude/skills/blender-game-animation && rm -rf skills-srcUse ~/.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/
Install the "blender-game-animation" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation into .claude/skills/blender-game-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-game-animation", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animationType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install witnesstodark/mr-mak-workspace blender-game-animation --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/blender-game-animation .agents/skills/blender-game-animation && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "blender-game-animation" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation into .agents/skills/blender-game-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-game-animation", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install witnesstodark/mr-mak-workspace blender-game-animation --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/blender-game-animation .cursor/skills/blender-game-animation && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "blender-game-animation" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation into .cursor/skills/blender-game-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-game-animation", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/witnesstodark/mr-mak-workspace.git --path .agents/skills/blender-game-animation--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install witnesstodark/mr-mak-workspace blender-game-animation --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/blender-game-animation .gemini/skills/blender-game-animation && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "blender-game-animation" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation into .gemini/skills/blender-game-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-game-animation", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install witnesstodark/mr-mak-workspace blender-game-animationInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/blender-game-animation .github/skills/blender-game-animation && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "blender-game-animation" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation into .github/skills/blender-game-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-game-animation", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install witnesstodark/mr-mak-workspace blender-game-animation --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/blender-game-animation .opencode/skills/blender-game-animation && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "blender-game-animation" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation into .opencode/skills/blender-game-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blender-game-animation", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
blender-game-animationRig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
Blender Game Animation is an agent skill from witnesstodark/mr-mak-workspace. Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/engine-handoff.md`).
It sits in Game Development. It works with Blender. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.
Read from SKILL.md and the folder at commit c7c9fbf. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Blender Game Animation loads about 1.1k tokens when it runs, and up to ~1.7k if it reads all its reference files. Until then it costs about 40 tokens; SKILL.md has 606 words of instructions outside code blocks.
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.
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.
The full file from witnesstodark/mr-mak-workspace at commit c7c9fbf, republished under its MIT licence (© witnesstodark). 606 words, ~1,103 tokens.
.claude/skills/blender-game-animation/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Build an editable animation project from the supplied mesh and references. Inspect existing work before changing it. Establish anatomy, skeleton needs, forward axis, units, frame rate, clips, loop/root-motion behavior and gameplay events from the task. Do not regenerate a supplied model as an incidental step. When continuing another artist's file, inventory the rigs, Actions, slots, constraints, reference media and export settings before editing. Keep a source copy and distinguish approved clips from experiments.
Place joints from anatomy and give them stable rolls and bend directions. Keep global placement separate from local body motion. Use editable contact controls where they help. Automatic weights are a starting point: inspect disconnected islands, opposite-side influence, shoulders/hips and rigid items. Normalize after pruning and respect the destination engine's influence limit. Test joint extremes before authoring the whole action library. An IK collapse can be a target/reach problem rather than a weight problem.
Block support changes, contact, impact and recovery before secondary motion. Assess floor contact using deformed sole geometry. Compare the same event in the source video and Blender, and inspect angles absent from the reference. Single-camera depth reconstruction is inferred motion, not measured mocap.
Preserve approved actions while creating revisions. When a frame looks broken, check nearby frames, interpolation, constraints and playback range before adding more animation. Stabilize foot support, then add body compression, head response, follow-through and tail motion where appropriate. Check loops through their seam. Readability from the game camera and responsive recovery matter more than a long decorative anticipation. Preserve approved gameplay event times.
Use duration = (last_frame - first_frame) / fps. Store duration and contact
times in seconds as well as frames. Changing fps alone changes speed; resample
in time when converting a clip. Keep a source action when making a compact game
variant. Each action needs explicit range and fps metadata. Check scene range,
preview range and NLA settings separately. Test action switching and ordinary
Play after saving and reopening; review scenes do not replace this check.
Bind the intended Action and its compatible slot explicitly. If several rigs
share a scene, playback range ownership must include the rig, Action, slot and
clip metadata, not just an Action name. Returning from an effect rig to a
character must restore the character's range. Suspend automatic range changes
while the user is posing. Save a readable textured viewport and verify it after
reopening; a render alone does not establish a usable authoring file.
Bake evaluated motion onto a separate runtime skeleton, preserving the control rig. Export intended mesh, runtime bones and clips; exclude helper bones, unrelated scenes and muted library actions. Record textures, clip names, durations, loop flags, root motion and events in the manifest.
Reimport from a copied directory into a clean scene. Verify bone count, skin, textures, duration and sampled poses in a common coordinate system. Account for UV/normal seam duplicates when comparing geometry. A raw vertex-index comparison can be misleading after a valid export. Check permanent mesh edits across every affected action, not just a single pose. Read export and integration checks for separate model/clip files, bind-basis failures and turn-to-locomotion handoff.
Deliver editable source, runtime export, source references, review evidence and a short engine guide. Distinguish source approval, export verification and actual engine integration. A valid FBX does not wire a gameplay event or Animator.
Example: one supplied robot with Idle and Walk. Verify all foot contacts, loop seam, normal action playback and a clean reimport. Dependencies: Blender, the supplied mesh/references, and target-engine access for an integration check. This module is a production workflow, not a universal one-click rigging script.
© witnesstodark, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .agents/skills/blender-game-animation of witnesstodark/mr-mak-workspace.
Open the folder on GitHubat commit c7c9fbf
Blender Game Animation 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Blender Game Animation this skillwitnesstodark/mr-mak-workspace | 347 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| 3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max | 709 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 6.1k | — | ~2k | Automated safety check: Pass | MIT | |
| Blender Image To 3Dmajidmanzarpour/blender-game-skills | 135 | — | ~5.7k | Automated safety check: Pass | MIT | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None |
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
zenstory-ai/novel-to-game
Builds a risk-matched whitebox or an approved production game candidate from a game design for its target runtime, with replayable evidence.
witnesstodark/mr-mak-workspace
Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client.
witnesstodark/mr-mak-workspace
Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.
witnesstodark/mr-mak-workspace
Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.
witnesstodark/mr-mak-workspace
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.
witnesstodark/mr-mak-workspace
Design and implement game HUDs, menus, icons and portrait systems from visual proposals through reusable engine assets and input checks.
witnesstodark/mr-mak-workspace
Verify a visual game change using controlled native captures, targeted behavioral checks and a reviewable evidence record.
Works with
Categories
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export. Blender Game Animation is an agent skill from witnesstodark/mr-mak-workspace. Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
Blender Game Animation fits situations like: game Development work in your project.
Run `npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a claude-code`. Or copy the skill folder (.agents/skills/blender-game-animation in witnesstodark/mr-mak-workspace) into .claude/skills/blender-game-animation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a codex`. Or copy the skill folder (.agents/skills/blender-game-animation in witnesstodark/mr-mak-workspace) into .agents/skills/blender-game-animation in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -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-game-animation, .gemini/skills/blender-game-animation, .github/skills/blender-game-animation and .opencode/skills/blender-game-animation in your project.
SKILL.md names no scripts, command-line tools or credentials: Blender Game Animation is instructions for the agent only.
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.
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.
Blender Game Animation is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.1k tokens (SKILL.md is roughly 4.4k 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 584 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Blender Game Animation: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 347 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 9, 2026.
Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.