⚠️ Installation Check (READ THIS FIRST)
IMPORTANT: Before using this skill, check Blender addon installation status.
Config location: Check the shared config file for your installation status:
~/.claude/plugins/marketplaces/dev-gom-plugins/blender-config.json
Always run scripts with --help first to see usage. DO NOT read the source until you try running the script first and find that a customized solution is abslutely necessary. These scripts can be very large and thus pollute your context window. They exist to be called directly as black-box scripts rather than ingested into your context window.
Required actions based on config:
- If Blender Not Detected (blenderExecutable: null)
Blender was not found during initialization. Please:
Install Blender 4.0+ from https://www.blender.org Restart Claude Code session to trigger auto-detection Check logs: .blender-toolkit/init-log.txt 2. If Multiple Versions Detected (detectedBlenderVersions array)
The system detected multiple Blender installations. If you want to use a different version:
Open config file (path shown above) Edit blenderExecutable field to your preferred version path Restart Claude Code session
Example:
{ "detectedBlenderVersions": [ {"version": "4.2.0", "path": "C:\Program Files\Blender Foundation\Blender 4.2\blender.exe"}, {"version": "4.1.0", "path": "C:\Program Files\Blender Foundation\Blender 4.1\blender.exe"} ], "blenderExecutable": "C:\Program Files\Blender Foundation\Blender 4.2\blender.exe" }
- If Addon Not Installed (addonInstalled: false)
The addon needs to be installed manually. Follow these steps:
Manual Installation Steps:
Method 1: Install from ZIP (Recommended)
1. Open Blender 4.0+
2. Edit > Preferences > Add-ons > Install
3. Select: .blender-toolkit/blender-toolkit-addon-v*.zip
4. Enable "Blender Toolkit WebSocket Server"
Method 2: Install from Source
1. Open Blender 4.0+
2. Edit > Preferences > Add-ons > Install
3. Select: plugins/blender-toolkit/skills/addon/init.py
4. Enable "Blender Toolkit WebSocket Server"
Start WebSocket Server:
Open 3D View → Sidebar (press N key) Find "Blender Toolkit" tab Click "Start Server" button Default port: 9400 (auto-assigned per project)
Update Config:
Open config file (path shown above) Set "addonInstalled": true Save file
Verify Connection:
Try a simple command: node .blender-toolkit/bt.js list-objects If successful, you'll see a list of objects in your scene
Troubleshooting:
If Blender path is incorrect: Update blenderExecutable in config If port is in use: System will auto-assign next available port (9401-9500) Check logs: .blender-toolkit/init-log.txt Check Blender console for error messages 4. If Everything is Ready (addonInstalled: true)
✅ You're all set! You can use all Blender Toolkit commands.
blender-toolkit
Automate Blender workflows with WebSocket-based real-time control. Create geometry, manage materials and modifiers, and retarget Mixamo animations to custom rigs with intelligent bone mapping.
Purpose
Provide comprehensive Blender automation through:
🎨 Geometry Creation - Primitives (cube, sphere, cylinder, plane, cone, torus) 🎭 Material Management - Create, assign, and configure materials 🔧 Modifier Control - Add, apply, and manage modifiers 🎬 Animation Retargeting - Mixamo to custom rigs with automatic bone mapping When to Use
Use this skill when:
Creating 3D Geometry: User wants to create primitives or manipulate meshes Managing Materials: User needs to create or assign materials with PBR properties Adding Modifiers: User wants subdivision, mirror, array, or other modifiers Retargeting Animations: User needs to apply Mixamo animations to custom characters Batch Operations: User wants to process multiple objects or animations
Note: Mixamo does not provide an official API. Users must manually download FBX files from Mixamo.com.
Quick Start Prerequisites Checklist
Before starting, ensure:
Blender 4.0+ installed Blender Toolkit addon installed and enabled WebSocket server started in Blender (default port: 9400) Character rig loaded (for animation retargeting)
Install Addon:
- Open Blender → Edit → Preferences → Add-ons
- Click "Install" → Select plugins/blender-toolkit/skills/addon/init.py
- Enable "Blender Toolkit WebSocket Server"
- Start server: View3D → Sidebar (N) → "Blender Toolkit" → "Start Server"
Common Operations
Create Geometry:
Create cube at origin
blender-toolkit create-cube --size 2.0
Create sphere with custom settings
blender-toolkit create-sphere --radius 1.5 --segments 64
Subdivide mesh
blender-toolkit subdivide --name "Cube" --cuts 2
Manage Objects:
List all objects
blender-toolkit list-objects
Transform object
blender-toolkit transform --name "Cube" --loc-x 5 --loc-y 0 --scale-x 2
Duplicate object
blender-toolkit duplicate --name "Cube" --new-name "Cube.001" --x 3
Materials:
Create material
blender-toolkit material create --name "RedMaterial"
Assign to object
blender-toolkit material assign --object "Cube" --material "RedMaterial"
Set color
blender-toolkit material set-color --material "RedMaterial" --r 1.0 --g 0.0 --b 0.0
Retarget Animation:
Basic retargeting with UI confirmation
blender-toolkit retarget \ --target "HeroRig" \ --file "./Walking.fbx" \ --name "Walking"
Rigify preset (skip confirmation)
blender-toolkit retarget \ --target "MyRigifyCharacter" \ --file "./Walking.fbx" \ --mapping mixamo_to_rigify \ --skip-confirmation
Show Mixamo download instructions
blender-toolkit mixamo-help Walking
Architecture
WebSocket-Based Design:
┌──────────────┐ ┌─────────────┐ WebSocket ┌──────────────┐ │ Claude Code │ IPC │ TypeScript │◄──────────────►│ Blender │ │ (Skill) │────────►│ Client │ Port 9400+ │ (Addon) │ └──────────────┘ └─────────────┘ └──────────────┘ │ │ ▼ ▼ ┌─────────────────┐ ┌────────────────────┐ │ - Geometry │ │ - WebSocket │ │ - Material │ │ Server │ │ - Modifier │ │ - Command │ │ - Retargeting │ │ Handlers │ │ - Bone Mapping │ │ - Bone Mapping UI │ └─────────────────┘ └────────────────────┘
Key Components:
WebSocket Server: Python addon in Blender (ports 9400-9500) TypeScript Client: Sends commands via JSON-RPC Bone Mapping System: Fuzzy matching with UI confirmation Two-Phase Workflow: Generate → Review → Apply Core Workflows 1. Geometry Creation Workflow
Extract Requirements:
Primitive type (cube, sphere, cylinder, etc.) Position (x, y, z coordinates) Size parameters (radius, depth, segments) Optional object name
Execute:
import { BlenderClient } from 'blender-toolkit';
const client = new BlenderClient(); await client.connect(9400);
// Create sphere const result = await client.sendCommand('Geometry.createSphere', { location: [0, 0, 2], radius: 1.5, segments: 64, name: 'MySphere' });
console.log(✅ Created ${result.name} with ${result.vertices} vertices);
- Material Assignment Workflow
Steps:
Create material Assign to object Configure properties (color, metallic, roughness)
Execute:
Create and configure material
blender-toolkit material create --name "Metal" blender-toolkit material set-color --material "Metal" --r 0.8 --g 0.8 --b 0.8 blender-toolkit material set-metallic --material "Metal" --value 1.0 blender-toolkit material set-roughness --material "Metal" --value 0.2
Assign to object
blender-toolkit material assign --object "Sphere" --material "Metal"
- Animation Retargeting Workflow ⭐
Most Common Use Case
Phase 1: Setup & Generate Mapping
- User provides:
- Target character armature name
- Animation FBX file path
-
(Optional) Animation name for NLA track
-
System executes:
- Connects to Blender WebSocket
- Imports FBX file
- Analyzes bone structure
- Auto-generates bone mapping (fuzzy matching)
-
Displays mapping in Blender UI for review
-
Quality Assessment:
- Excellent (8-9 critical bones) → Safe to auto-apply
- Good (6-7 critical bones) → Quick review recommended
- Fair (4-5 critical bones) → Thorough review required
- Poor (< 4 critical bones) → Manual mapping needed
Phase 2: User Confirmation
- User reviews mapping in Blender:
- View3D → Sidebar (N) → "Blender Toolkit" → "Bone Mapping Review"
- Check source → target correspondence
- Edit incorrect mappings using dropdowns
-
Use "Auto Re-map" button to regenerate if needed
-
User confirms:
-
Click "Apply Retargeting" button in Blender
-
System completes:
- Creates constraint-based retargeting
- Bakes animation to keyframes
- Adds to NLA track
- Cleans up temporary objects
Example:
import { AnimationRetargetingWorkflow } from 'blender-toolkit';
const workflow = new AnimationRetargetingWorkflow();
// If user doesn't have FBX yet console.log(workflow.getManualDownloadInstructions('Walking'));
// After user downloads FBX await workflow.run({ targetCharacterArmature: 'HeroRig', animationFilePath: './Walking.fbx', animationName: 'Walking', boneMapping: 'auto', // Auto-generate with fuzzy matching skipConfirmation: false // Enable UI review workflow });
Skip Confirmation (For Known-Good Mappings):
Rigify preset - instant application
blender-toolkit retarget \ --target "RigifyCharacter" \ --file "./Walking.fbx" \ --mapping mixamo_to_rigify \ --skip-confirmation
Excellent quality - trusted auto-mapping
blender-toolkit retarget \ --target "MyCharacter" \ --file "./Walking.fbx" \ --skip-confirmation
Key Features Auto Bone Mapping with UI Review 🌟
Recommended Workflow for unknown or custom rigs:
How It Works:
Fuzzy Matching Algorithm
Normalizes bone names (handles various conventions) Calculates similarity scores (0.0-1.0) Applies bonuses for: Substring matches (+0.15) Common prefixes: left, right (+0.1) Common suffixes: .L, .R, _l, _r (+0.1) Number matching: Spine1, Spine2 (+0.1) Anatomical keywords: arm, leg, hand (+0.05)
Quality Assessment
Tracks 9 critical bones (Hips, Spine, Head, Arms, Legs, Hands) Provides quality rating (Excellent/Good/Fair/Poor) Recommends action based on quality
UI Confirmation Panel
Shows complete mapping table Editable dropdowns for each mapping "Auto Re-map" button (regenerate) "Apply Retargeting" button (proceed)
Benefits:
Works with any rig structure No manual configuration needed User verifies before application Prevents animation errors Three Bone Mapping Modes
- Auto Mode (Recommended) ⭐
Default: Auto-generate with UI confirmation
blender-toolkit retarget --target "Hero" --file "./Walk.fbx"
Fuzzy matching algorithm UI review workflow Best for unknown rigs
- Rigify Mode
Preset for Rigify control rigs
blender-toolkit retarget --target "Hero" --file "./Walk.fbx" --mapping mixamo_to_rigify
Predefined Mixamo → Rigify mapping Instant application Highest accuracy for Rigify
- Custom Mode
// Explicit bone mapping const customMapping = { "Hips": "root_bone", "Spine": "torso_01", "LeftArm": "l_upper_arm", // ... complete mapping };
await workflow.run({ boneMapping: customMapping, skipConfirmation: true });
Full control Reusable across animations For non-standard rigs Multi-Project Support
Automatic Port Management:
Projects automatically assigned unique ports (9400-9500) Configuration persists across sessions Multiple Blender instances can run simultaneously
Configuration Storage:
// ~/.claude/plugins/.../blender-config.json { "projects": { "/path/to/project-a": { "port": 9400 }, "/path/to/project-b": { "port": 9401 } } }
Important Guidelines When to Ask User
Use AskUserQuestion tool if:
Character armature name is unclear Multiple rigs exist (ambiguous target) Animation FBX path not provided Blender WebSocket connection fails User needs Mixamo download guidance
DO NOT guess:
Character names File paths Rig structures Mixamo Download Process
Since Mixamo has no API, users must manually download:
Provide Instructions:
// Show download help const workflow = new AnimationRetargetingWorkflow(); console.log(workflow.getManualDownloadInstructions('Walking')); console.log(workflow.getRecommendedSettings());
Wait for User:
Guide user through Mixamo.com download Get file path after download completes Then proceed with retargeting Troubleshooting "Blender is not running"
Check connection
blender-toolkit daemon-status
If failed:
- Verify Blender is open
- Check addon is enabled
- Start server: Blender → N → "Blender Toolkit" → "Start Server"
"Target armature not found" Verify exact armature name (case-sensitive) Check character is in current scene Use list-objects --type ARMATURE to see available armatures "Poor quality" bone mapping Review bone names in Blender (Edit Mode) Create custom mapping for critical bones Lower similarity threshold (default: 0.6) Check rig has proper hierarchy "Twisted or inverted limbs" Check left/right bone mapping Verify bone roll in Edit Mode Review constraint axes Test with simple animation first Best Practices
🌟 Use Auto Mode with UI Confirmation
Most reliable for unknown rigs Always review critical bones (Hips, Spine, Arms, Legs) Edit incorrect mappings before applying
Test Simple Animations First
Start with Idle or Walking Verify bone mapping works correctly Check root motion (Hips bone) Then proceed to complex animations
Download Correct Format from Mixamo
Format: FBX (.fbx) Skin: Without Skin FPS: 30 fps Keyframe Reduction: None
Check Quality Before Auto-Apply
Excellent (8-9 critical) → Safe to skip confirmation Good (6-7 critical) → Quick review Fair (4-5 critical) → Thorough review Poor (< 4 critical) → Use custom mapping
Save Custom Mappings for Reuse
Document successful mappings Reuse for same character's animations Share with team members
Let System Manage Ports
Don't manually configure ports System handles multi-project conflicts Configuration persists automatically References
Detailed documentation in references/ folder:
commands-reference.md - Complete CLI command reference
All geometry, object, material, modifier commands Detailed options and examples Port management and tips
bone-mapping-guide.md - Bone matching system details
Fuzzy matching algorithm explained Quality assessment metrics Common mapping patterns (Rigify, UE4, Unity) Troubleshooting mapping issues
workflow-guide.md - Complete workflow documentation
Step-by-step retargeting workflow Mixamo download process Two-phase confirmation details Batch processing workflows Multi-project workflows
addon-api-reference.md - WebSocket API documentation
JSON-RPC protocol details All API methods and parameters Error handling Security and performance tips
When to Load References:
User needs detailed command options Troubleshooting complex issues Understanding bone mapping algorithm Setting up advanced workflows API integration requirements Output Structure .blender-toolkit/ ├── skills/scripts/ # Local TypeScript scripts (auto-initialized) │ ├── src/ # Source code │ ├── dist/ # Compiled JavaScript │ └── node_modules/ # Dependencies ├── bt.js # CLI wrapper ├── logs/ # Log files │ ├── typescript.log │ ├── blender-addon.log │ └── error.log └── .gitignore
Shared config: ~/.claude/plugins/.../blender-config.json
Notes Port range: 9400-9500 (Browser Pilot uses 9222-9322) File formats: FBX recommended, Collada (.dae) supported Blender version: 4.0+ required (2023+) Auto-initialization: SessionStart hook installs and builds scripts No manual daemon management: System handles everything WebSocket protocol: JSON-RPC 2.0