analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill rigging --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill rigging -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill rigging -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill rigging -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill rigging -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill rigging -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill rigging -a windsurf -y
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
Functional rigs supporting intended motion. Clean deformation. Engine-compatible bone hierarchies.
Skeleton Design → Bone Placement → Hierarchy → Constraints/IK
→ Weight Painting → Deformation Test → Export PrepPrefix: `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.
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
| Topic | Reference | Load When | |-------|-----------|-----------| | Humanoid rig | `references/humanoid-rig.md` | Characters | | Mechanical rig | `references/mechanical-rig.md` | Props, vehicles |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
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