Skip to content
Content
Skill

/rigging

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.

From plugin
blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill rigging --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/rigging

Context preview

The summary Claude sees to decide when to auto-load this skill.

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.

SKILL.md

rigging.SKILL.md
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
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: rig, rigging, armature, bone, IK, FK, weight paint, constraint, facial rig, driver
  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 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.

Constraints

| 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) |

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

| 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.

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

| Topic | Reference | Load When | |-------|-----------|-----------| | Humanoid rig | `references/humanoid-rig.md` | Characters | | Mechanical rig | `references/mechanical-rig.md` | Props, vehicles |

Read more
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

Get the whole plugin
Stats
191
Stars
8
Forks
Maintained
Maintenance
TypeScript
Language
MIT
License
2mo ago
Last commit
2mo ago
Created

Repo: arjun988/blender-skills

Other skills on blender-skills.