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blender-game-assetslisted

Build, texture, rig and export editable 3D assets with local Blender CLI and bpy from references or a project brief. Use for game models and 3D sources for rendered sprites.
itsjavi/skills · ★ 1 · AI & Automation · score 74
Install: claude install-skill itsjavi/skills
# Build Blender game assets Read [shared context](../../references/shared-context.md), the ready preferences and [repository contracts](../../references/repository.md). Use the [local Blender workflow](../../references/blender-cli.md) for executable discovery, background Python, the macOS startup workaround, renders and export checks. Use the supplied asset references, intended gameplay camera and project-specific budgets. ## Establish the source and export contract Inspect references and existing sources before building. Match their silhouette, proportions, feature placement, palette and material response as closely as the delivery allows. Infer concealed forms consistently and record consequential assumptions. When no references are supplied, work from the brief and saved art direction; do not require a new reference-generation round unless it is needed or requested. Own a dedicated collection, source file or isolated build and preserve unrelated objects and unsaved work. Resolve units, forward/up axes, origin, ground contact, bounds, material/texture budgets, collision ownership and animation/root-motion expectations from the existing contract and task. Ask only about consequential missing choices. Run Blender locally through repeatable `bpy` scripts; a third-party Blender MCP is not a dependency. ## Model and surface workflow 1. Start with primitives, curves or simple custom meshes for the major forms. Render front, side, rear and intended gameplay views and comp