From c4a8f4ec9902502b9edf4d699650d75e63f8aeba Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Sat, 7 Nov 2026 14:23:30 +0100 Subject: [PATCH] docs: add Blender skills section with detailed instructions for agents --- AGENTS.md | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/AGENTS.md b/AGENTS.md index 1cebb32..2a14662 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -65,6 +65,22 @@ Semantic Versioning: `MAJOR.MINOR.PATCH`. Always use a consistent scale test, named export presets, and repeatable import settings. +## Blender skills + +`.agents/skills/blender-skills/` holds 94 Blender skill packs (MIT, blender-skills 1.3.0). They are agent instructions, not add-ons, and nothing in the pipeline depends on them. + +**All agents must consult the relevant skill packs before starting a task in that discipline.** Each patch section in `ROADMAP.md` lists its suggested skills; the general mapping is: + +- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`. +- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`. +- **Materials and textures** — `materials`, `texture-workflow`, `lookdev`. +- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`). +- **Collision** — `collision-proxy` (UCX/UHX naming, hulls, simple colliders). +- **Scene assembly / optimization** — `scene-assembly`, `asset-optimization`, `lod-pipeline`. +- **Review and QA** — `qa-review`, `references` (reference-image-match and visual-match checklists), `camera-cinematography` (matching reference camera angles). + +**Caveat:** the skill packs assume MCP-driven interactive Blender. This project runs Blender headless via scripts in `Tools/` — use the skills as method guides (checklists, naming conventions, proportions, validation steps), not for their MCP tooling. The headless scripts remain the execution path. + ## Licensing & Distribution - Publish project-owned code under a chosen open-source license.