Blender
Blender interface, workflows, and 3D production pipeline
Specification
- Skill ID
- monumentalsystems/atlas-agent-teams/blender
- Publisher
- monumentalsystems
- Repository
- atlas-agent-teams
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
How to use it
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
monumentalsystems/atlas-agent-teams/blenderInstalls these files- SKILL.md
What this skill tells the agent
Blender
Blender Interface and Workflows
Workspace Layout
- 3D Viewport: Main viewport for modeling and scene manipulation
- Outliner: Hierarchical view of scene objects
- Properties Panel: Object, modifier, and material properties
- Timeline: Animation timeline and playback controls
- Graph Editor: Animation curve editing
- UV Editor: UV mapping and texture editing
- Shader Editor: Node-based material and shader creation
Navigation
- Orbit: Middle mouse button
- Pan: Shift + Middle mouse button
- Zoom: Scroll wheel
- Numpad Views: 1 (front), 3 (right), 7 (top), 5 (orthographic/perspective)
- Frame Selected: Period (.)
- Frame All: Home
Object Modes
- Object Mode: Manipulate entire objects
- Edit Mode: Edit mesh geometry
- Sculpt Mode: Digital sculpting
- Vertex Paint: Paint vertex colors
- Weight Paint: Paint vertex weights for rigging
- Texture Paint: Paint textures directly on model
- Pose Mode: Animate rigged characters
Modeling Tools and Techniques
Primitives
- Mesh Primitives: Cube, Sphere, Cylinder, Cone, Torus, Plane, Monkey
- Curve Primitives: Bezier, NURBS curves
- Surface Primitives: NURBS surfaces
- Metaballs: Organic blobby shapes
Edit Mode Tools
- Extrude (E): Extrude faces, edges, or vertices
- Inset (I): Create inset faces
- Bevel (Ctrl+B): Bevel edges
- Loop Cut (Ctrl+R): Add edge loops
- Knife Tool (K): Cut custom geometry
- Bridge Edge Loops: Connect edge loops
- Merge (Alt+M): Merge vertices
- Dissolve (X): Remove geometry while maintaining shape
Modifiers
- Subdivision Surface: Smooth subdivision
- Mirror: Mirror geometry across axis
- Array: Duplicate geometry in patterns
- Boolean: Combine, subtract, or intersect meshes
- Decimate: Reduce polygon count
- Remesh: Retopologize mesh
- Shrinkwrap: Project mesh onto target surface
- Solidify: Add thickness to surfaces
Sculpting and Retopology
Sculpt Mode
- Brushes: Draw, Clay Strips, Crease, Smooth, Inflate
- Dyntopo: Dynamic topology for sculpting
- Multiresolution: Subdivision sculpting
- Masking: Protect areas from sculpting
- Falloff: Control brush influence
- Stroke Settings: Spacing, jitter, smoothing
Retopology
- Shrinkwrap Modifier: Project new topology onto sculpt
- Snap to Face: Snap vertices to surface
- Poly Build: Manual retopology tool
- Bsurface: Automatic retopology add-on
- Quad Remesher: Automatic quad-based retopology
Blender Rigging and Weight Painting
Armature
- Bone Creation: Add bones to create skeleton
- Bone Editing: Edit bone position, rotation, scale
- Bone Layers: Organize bones into layers
- Bone Groups: Group bones for organization
- IK Constraints: Inverse kinematics setup
- Bone Collections: Organize bones in Blender 4.0+
Rigging Tools
- Rigify: Auto-rigging system for characters
- Auto-Rig Pro: Commercial rigging add-on
- Human Meta-Rig: Humanoid rig template
- Constraints: IK, Copy Rotation, Limit Rotation, etc.
Weight Painting
- Weight Paint Mode: Paint vertex weights
- Brush Settings: Brush size, strength, falloff
- Weight Tools: Normalize, blur, smooth weights
- Vertex Groups: Assign vertices to bone groups
- Mirror Weights: Mirror weights across symmetry
- Weight Gradient: Create smooth weight transitions
Grease Pencil and Animation Tools
Grease Pencil
- 2D Drawing: Draw 2D strokes in 3D space
- Object Mode: Manipulate grease pencil objects
- Edit Mode: Edit stroke points
- Draw Mode: Draw new strokes
- Sculpt Mode: Sculpt stroke thickness
- Vertex Paint: Paint stroke colors
- Materials: Assign materials to strokes
Animation
- Keyframing: Insert keyframes (I)
- Timeline: Scrub and playback animation
- Dope Sheet: Overview of keyframes
- Graph Editor: Fine-tune animation curves
- NLA Editor: Non-linear animation editing
- Action Editor: Edit animation actions
Blender to Unity/Unreal Export Pipelines
Export Settings
- FBX Export: File > Export > FBX
- Scale: Set to 1.00 for Unity, 0.01 for Unreal
- Forward Axis: Set to -Z forward for Unity, -X forward for Unreal
- Up Axis: Set to Y up for both engines
- Apply Transforms: Apply scale, rotation, location before export
- Include Selected: Export only selected objects
Unity Export
- Scale: 1.00 (Unity uses meters)
- Forward: -Z forward
- Up: Y up
- Apply Transforms: Ctrl+A > Apply > Scale, Rotation, Location
- Export Selected: Check to export only selected objects
Unreal Export
- Scale: 0.01 (Unreal uses centimeters)
- Forward: -X forward
- Up: Z up
- Apply Transforms: Ctrl+A > Apply > Scale, Rotation, Location
- Export Selected: Check to export only selected objects
Common Export Issues
- Scale Mismatch: Ensure correct scale factor for target engine
- Rotation Issues: Check forward and up axis settings
- Material Export: Materials may need to be recreated in target engine
- Animation Export: Ensure animations are baked and exported
- Texture Paths: Use relative paths for textures
Use this skill in a project
Open any RiverX project, search the Skills panel for monumentalsystems/atlas-agent-teams/blender, and install it in one click.
