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Agent Skill · 研究检索

blender-toolkit(blender toolkit 搜索)

blender-toolkit 用于查找、检索和筛选相关信息,适合在 Local Agent 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

blender-toolkit 是研究检索类 Agent Skill,可用宿主为 Local Agent,通过unknown获取,权限为可写文件;许可证信息还不明确,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 55,679。

总安装 470周安装 19下载 147核验 2026-05-01
研究检索可写文件unknown未标认证来源可访问许可证需确认审计未展示Local Agent

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:blender-toolkit(blender toolkit 搜索)
来源仓库:https://smithery.ai
仓库路径:blender-toolkit
安装命令:
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。当前暂无明确安装命令,请以来源页面说明为准。

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

blender-toolkit 用于查找、检索和筛选相关信息,适合在 Local Agent 中需要根据关键词快速定位候选结果时使用。它适用于 Blender 工具链搜索、插件推荐和技术文档检索等场景,可结合来源仓库进一步核验具体用法。

使用方式建议通过关键词、任务场景或来源线索调用,并参考原始 README 了解输入输出格式。安装前需确认权限范围和维护状态,注意是否会触发联网、命令执行或文件读写操作。适用宿主包括 Local Agent,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:blender-toolkit

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Local Agent;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    没有现成安装命令,按unknown的说明从来源页面获取,仓库路径是 blender-toolkit。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要可写文件,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

blender-toolkit 怎么安装?

公开资料没有给出可以直接复制的命令,需要按来源页面说明手动安装,仓库内路径为 blender-toolkit。

blender-toolkit 支持哪些 AI 工具?

公开资料标注支持 Local Agent。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

blender-toolkit 需要什么权限?

权限级别是可写文件。该 Skill 可能写入或修改本地文件,使用前需要确认目标目录和修改范围。

blender-toolkit 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

blender-toolkit 用的人多吗?

公开数据是累计安装 470 次,近一周安装 19 次,下载 147 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

blender-toolkit 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 Local Agent 一种宿主,触发方式和使用习惯不用来回切换。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Local Agent,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
blender-toolkit

blender toolkit 搜索 · 本页

470—可写文件未明确未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

⚠️ 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:

1. If Blender Not Detected (blenderExecutable: null)

Blender was not found during initialization. Please:

  1. Install Blender 4.0+ from https://www.blender.org
  2. Restart Claude Code session to trigger auto-detection
  3. 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:

  1. Open config file (path shown above)
  2. Edit blenderExecutable field to your preferred version path
  3. 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"
}

3. 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:

  1. Open 3D View → Sidebar (press N key)
  2. Find "Blender Toolkit" tab
  3. Click "Start Server" button
  4. 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:

1. Open Blender → Edit → Preferences → Add-ons
2. Click "Install" → Select plugins/blender-toolkit/skills/addon/__init__.py
3. Enable "Blender Toolkit WebSocket Server"
4. 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`);

2. Material Assignment Workflow

Steps:

  1. Create material
  2. Assign to object
  3. 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"

3. Animation Retargeting Workflow ⭐

Most Common Use Case

Phase 1: Setup & Generate Mapping

1. User provides:
   - Target character armature name
   - Animation FBX file path
   - (Optional) Animation name for NLA track

2. 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

3. 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

1. 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

2. User confirms:
   - Click "Apply Retargeting" button in Blender

3. 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:

  1. 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)

  1. Quality Assessment

- Tracks 9 critical bones (Hips, Spine, Head, Arms, Legs, Hands) - Provides quality rating (Excellent/Good/Fair/Poor) - Recommends action based on quality

  1. 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

1. 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

2. 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

3. 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:
1. Verify Blender is open
2. Check addon is enabled
3. 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

  1. Review bone names in Blender (Edit Mode)
  2. Create custom mapping for critical bones
  3. Lower similarity threshold (default: 0.6)
  4. 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

  1. 🌟 Use Auto Mode with UI Confirmation

- Most reliable for unknown rigs - Always review critical bones (Hips, Spine, Arms, Legs) - Edit incorrect mappings before applying

  1. Test Simple Animations First

- Start with Idle or Walking - Verify bone mapping works correctly - Check root motion (Hips bone) - Then proceed to complex animations

  1. Download Correct Format from Mixamo

- Format: FBX (.fbx) - Skin: Without Skin - FPS: 30 fps - Keyframe Reduction: None

  1. 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

  1. Save Custom Mappings for Reuse

- Document successful mappings - Reuse for same character's animations - Share with team members

  1. Let System Manage Ports

- Don't manually configure ports - System handles multi-project conflicts - Configuration persists automatically

References

Detailed documentation in references/ folder:

- All geometry, object, material, modifier commands - Detailed options and examples - Port management and tips

- Fuzzy matching algorithm explained - Quality assessment metrics - Common mapping patterns (Rigify, UE4, Unity) - Troubleshooting mapping issues

- Step-by-step retargeting workflow - Mixamo download process - Two-phase confirmation details - Batch processing workflows - Multi-project workflows

- 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

平台分布

Local Agent

73.52%
按下载量换算108

安全审计

暂无安全审计结果可展示。

权限和风险

可写文件

该 Skill 可能写入或修改本地文件,使用前需要确认目标目录和修改范围。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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