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
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SKILL.mdcore · 15,806 bytesSKILL.mdcore · 15,806 bytesSKILL.mdcore · 15,806 bytesSKILL.mdcore · 15,806 bytesSKILL.mdcore · 15,806 bytesSKILL.mdcore · 15,806 bytesagents/openai.yamlasset · 256 bytesreferences/buildings.mddoc · 1,729 bytesreferences/collections-and-cleanup.mddoc · 3,249 bytesreferences/failure-patterns.mddoc · 3,444 bytesreferences/hard-surface-props.mddoc · 9,605 bytesreferences/lattice-structures.mddoc · 2,192 bytesreferences/roofs.mddoc · 1,330 bytesscripts/blender_orchestrator.pyruns · 37,571 bytes
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# 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.