Agent skill · AI & Agents

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.

arjun988github.com/arjun988GitHub ↗
claude-codecursorMIT
Install
npx skills add arjun988/blender-skills --skill rigging --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 3
SKILL.md size: 4 KB
Bundled scripts: none
Version: 1.0.0
Declared author: https://github.com/arjun988
Path: .claude/skills/rigging/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 71
Language: TypeScript

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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 Rota

What's inside
Steps it walks through
  1. When to Use
  2. Workflow
  3. Armature Naming
  4. Bone Hierarchy
  5. IK vs FK
  6. Constraints
  7. Weight Painting
  8. Mechanical Rigs
  9. Facial Rigs
  10. Drivers
  11. MCP Integration
  12. Deformation Test Poses
  13. MUST DO
  14. MUST NOT DO
Ships with 2 files
  • references/humanoid-rig.md
  • references/mechanical-rig.md
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About this skill
What does the rigging skill do?

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.

How do I install it?

Run `npx skills add arjun988/blender-skills --skill rigging --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From arjun988/blender-skills, a repository with 71 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going