Individual skill

blender-superskill

Guide Blender MCP asset modeling through disciplined reference-first construction, viewport inspection, critique, iteration, reusable modeling patterns, and optional scripted orchestration. Use when Codex is asked to create, modify, critique, or learn Blender assets, including buildings, props, hard-surface objects, low-poly objects, industrial assets, roofs, pylons, cables, panels, modular kits, scene cleanup, collection organization, reference-image modeling, or Blender workflow notes.

plugins/ai-3d-foundry/skills/blender-superskill/SKILL.md

Read pinned source

Source commit e1a5a792f45899379b42c06e7a332ff40caa7c2f

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
No
Repository scan complete
No
Skill scan complete
No
Observed behavior
Not checked yet
Last checked
Nov 5, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
13
Repository last updated
Oct 22, 2026
License
MIT

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# Blender SuperSkill

## Prime Directive

If any part is supposed to touch, seat, clamp, bridge, or align to another part, define the exact contact faces/edges/planes first and verify them numerically after the build. A screenshot can help critique silhouette and proportion, but it is not proof that the interface is correct.

When modeling from reference:

0. If the source is a busy scene or the target object is small, first create or extract a focused reference image of the exact asset. Do not model fine details from a tiny object buried in a full-scene image.
1. Inspect the focused reference before every visible modeling step.
2. Before creating geometry, list the asset anatomy and estimate the major proportions as ratios. Do not build from memory.
3. Use Solid viewport shading while modeling and inspecting. Material/color read comes later.
4. State the one thing being built in the current step.
5. State what existing face, edge, socket, beam, or surface it connects to.
Back to top