From blender-skills
Rigs characters and mechanical assets in Blender using armatures, IK/FK, constraints, weight painting, and drivers. Useful before animation for game characters and deforming assets.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:riggingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Functional rigs supporting intended motion. Clean deformation. Engine-compatible bone hierarchies.
Functional rigs supporting intended motion. Clean deformation. Engine-compatible bone hierarchies.
Skeleton Design → Bone Placement → Hierarchy → Constraints/IK
→ Weight Painting → Deformation Test → Export Prep
Prefix: ARM_[AssetName]
Bones: [side]_[region]_[name] — e.g., L_arm_upper, spine_01, jaw
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
| Use IK | Use FK |
|---|---|
| Legs (ground contact) | Spine (flexible arc) |
| Arms (hand placement) | Shoulder overlap |
| Feet planting | Finger detail |
| Mechanical reach | Whip/tail motion |
Standard: IK legs, FK spine; switchable arms for game characters.
| Constraint | Use |
|---|---|
| IK | Limb positioning |
| Copy Rotation | Mechanical sync |
| Limit Rotation | Joint ranges |
| Stretch To | Tentacles, pistons |
| Child Of | Weapon attach/detach |
| Shrinkwrap | Ground contact (use carefully) |
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
| Approach | Use Case |
|---|---|
| Bone-based | Game characters |
| Shape keys | Cinematics, dialog |
| Hybrid | Hero game characters |
Minimum game facial: jaw open, blink L/R, brow up/down.
| Topic | Reference | Load When |
|---|---|---|
| Humanoid rig | references/humanoid-rig.md | Characters |
| Mechanical rig | references/mechanical-rig.md | Props, vehicles |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsProvides AAA-level expertise in character rigging, skeleton hierarchies, deformation, FK/IK, facial rigs, weight painting, and animation pipeline integration across Maya, Blender, Unity, and Unreal.
Define skeleton, skinning, and attachment conventions for characters so rigs deform well, share animations, and stay within budgets.
Generates a rigged humanoid character from a T-pose reference image using the Meshy auto-rig pipeline, ready for animation in Godot (CharacterBody3D/Node3D).