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dcc-mcp-blender
dcc-mcp-blender enthält 36 gesammelte Skills von dcc-mcp, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
Blender reusable light rigs, HDRI/world setup and rotation animation, light grouping, and render-view controls
Blender object manipulation — create, delete, move, rotate, scale and duplicate objects
Blender rigid body, soft body, cloth, collision, force fields, particle systems, constraints, and simulation cache tools
Set up dcc-mcp-blender for an agent or operator: install Blender Python dependencies with Blender's bundled interpreter, generate MCP host configuration, guide the user through enabling the Blender add-on, and run a first live-tool smoke prompt.
Blender rendering — render scenes, run observable background animation jobs, capture viewport images, and configure output
Blender scene assembly — merge .blend files, append/link data blocks, manage view layers and external references
Plan and install downloaded Blender extension or legacy add-on packages
Execute Python code or scripts inside Blender's Python interpreter
Blender interchange skill for typed FBX/OBJ/USD imports, GLTF/USD/Alembic exports, and repeatable batch exports. Use for moving assets between DCC, game, and pipeline tools before falling back to scripting.
Blender asset source discovery — search filesystem and asset libraries for importable 3D assets
Blender custom property CRUD — get, set, list, delete, and rename custom attributes on objects
Blender driver and expression system — add/edit/remove drivers, manage driver variables, evaluate expressions
Blender cross-DCC asset import skill — consumes an AssetDescriptor, opens the asset file in Blender, and returns an ImportToSceneResult. Use as the receiving end of the asset import pipeline after an asset-source skill resolves the descriptor.
Blender node graph introspection — compositor nodes, cross-graph discovery (material, geometry, compositor)
Pipeline stage — render farm integration: validate scenes, write job configs, submit to Deadline or Flamenco, and query job status. Use for distributed render submission. Not for local renders (blender-render).
Blender animation — keyframes, frame ranges, curve inspection, key deletion, and baking
Blender camera management — create, configure and set active cameras
Blender collection management — create, link objects, and organize scene hierarchy
Blender add-on development diagnostics, reloads, UI metadata, and environment checks
Blender export preset skill for saving, loading, listing, and deleting reusable scene-stored export options for interchange workflows.
Blender Geometry Nodes group, modifier, and exposed input tools
Blender geometry creation and export tools for real bpy workflows
Blender lighting — create, configure and manage lights and world background
Blender material presets, shader assignments, texture images, and color-management helpers
Blender material system — create, assign, modify and list materials
Blender authoring skill for polygon mesh inspection, cleanup, topology mutations, mesh extraction, mirroring, and material-based face selection. Use this before falling back to blender-scripting whenever a workflow edits mesh topology directly.
Blender mesh operations — modifiers, subdivision, and mesh editing
Blender local asset metadata, project context, publish manifests, and package prep
Blender pose library skill for listing, saving, loading, and mirroring reusable armature poses stored on Blender armature objects.
Blender authoring skill for armatures, bones, constraints, armature binding, shape keys, drivers, and simple retargeting. Use this for character setup before falling back to blender-scripting.
Blender scene management — create, open, save, list and inspect scene objects
Blender shader and shared node graph editing tools
Blender shot export skill for camera metadata and shot frame-range delivery.
Blender texture, lighting, ambient-occlusion, and transfer-map baking helpers
Blender authoring skill for UV maps, texture coordinate projection, unwraps, island inspection, packing, and normalization. Use this before falling back to blender-scripting whenever a task touches UVs or texture coordinates.
Blender scene, mesh, material, animation, and export readiness validation