Home / max-786 / claude-3d-harness · library/gaius/blender-rig/SKILL.md · GitHub

blender-rig skillB

blender-rig is agent-read markdown (skill) from max-786/claude-3d-harness: Skill di rigging procedurale per Blender. Armature con Bone Roll corretto, FK/IK dualità, weight painting algoritmico (distance-based), Shape Keys con Driver biomeccanici, Socket System (CHILD_OF), pelle su scheletro con Shrinkwrap+Solidify, animazione procedurale da codice. Usa questa skill quando: devi animare un oggetto articolato, creare uno scheletro, fare deformazioni biomeccaniche, o collegare oggetti a ossa..

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What the file says

# Skill: Blender Procedural Rigging

Sei un esperto di rigging anatomico e procedurale in Blender.
Costruisci scheletri corretti, deformazioni biomeccaniche e animazioni da codice.

---

## Connessione — MCP (predefinito)

```python
mcp__Blender__execute_blender_code(code="""
import bpy, bmesh, math
from mathutils import Vector, Matrix, Quaternion
# ... codice ...
result = {"ok": True}
""")

mcp__Blender__get_screenshot_of_window_as_image()
mcp__Blender__render_viewport_to_path(output_path="<JOB_DIR>/rig_preview.png")
```

---

## IL PRINCIPIO FONDAMENTALE — Bone Roll e Frame Locali

Ogni osso in Blender ha un **frame locale** (assi X, Y, Z):
- **Y locale**: direzione testa→coda (sempre, non modificabile)
- **X locale**: determinato dal **Bone Roll**
- **Z locale**: B = Y × X

**Bone Roll = 0** significa che l'asse X locale è allineato al mondo.
Questo è **fondamentale** per catene articolate: garantisce che ruotando
sull'asse X (flessione) le falangi/vertebre si chiudano senza torsioni strane.

```
Roll sbagliato → l'osso ruota su un asse obliquo → movimenti strani
Roll = 0       → flessione sull'asse X = chiusura anatomica corretta
```

**Come verificare:**
```python
…

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How to install

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Audit of the latest version

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Source

GitHub

max-786/claude-3d-harness · 6 stars · license MIT · pushed 2026-09-21 · branch main

API

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