claude

blender-mesh

원화에서 Blender로 단계별 폴리곤 모델링·리깅·UV·텍스처·애니메이션·GLB 내보내기·Unreal 검사까지, 단계마다 고정 기준으로 채점하며 반복하는 스킬 모음

1 on GitHubby 예의상v0.2.0MITupdated yesterdaycreative
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Plugin blender-mesh from marketplace courtesy-claude-plugins in ch-courtesy/claude-plugins. Commands read from the repo's manifest — yesterday.

What it installs

Skills (20)

  • 3d-asset-review

    Review and score a 3D asset (Blender .blend, usually a game/stylised character) against a discipline-split rubric — modeling (mesh hygiene, topology, triangle budget, ground contact, symmetry), texturing (PBR value validity), UV/bake (texel density spread, overlap, utilisation), rigging (binding, bo

  • box-modeling

    Model a 3D object or character the way an artist does in Blender — step by step from a low-poly box, using the mesh-* technique skills in the standard order (measure → primitive → mirror → major masses by extrude and loop cuts → shape with transforms → details with inset/extrude → edge definition wi

  • concept-fidelity

    Turn 2D concept art (a character turnaround / model sheet / 원화 with front and side views) into a measured 3D blockout and tell how faithfully it matches — segment the painted sheet into per-view part labels, check the drawing's own front-vs-side consistency, fit a parametric blockout with CMA-ES on

  • mesh-animate

    Use when a rigged mesh-session character needs walking, idle, wave or action animation, or one-shot attacks with a weapon held in its fist (combos, dashes, spins, leaps), or its movement slides, pops, breaks the mesh or needs iterative scoring. 리깅 캐릭터 애니메이션 제작·채점·반복 개선.

  • mesh-bevel

    Bevel selected edges of a mesh-session model (width, segments, profile) to round or chamfer hard edges so they catch highlights and read as real, manufactured objects — or to act as support geometry before subdivision. Use on hard-surface edges, panel borders, rims; part of the box-modeling procedur

  • mesh-cleanup

    Clean the topology of a mesh-session model — merge coincident vertices, dissolve degenerate (zero-length/zero-area) geometry, delete loose vertices, recalculate normals outward. Use after extrusions with zero distance, after many edits, before subdivision/apply/export, and whenever the log shows non

  • mesh-export

    Export a finished mesh-session model to GLB with its skin, texture and a pose animation, then prove the file survived — read the bytes against the glTF 2.0 rules without any 3D software, import it into an empty scene, and compare triangles, joints, influences, height, silhouette and every test pose

  • mesh-extrude

    Extrude selected faces of a mesh-session model along their normal or a vector (as one region or as individual faces) to grow new volume — limbs, lids, bands, handles, studs — the core move of box modelling. Use when a part must grow out of existing faces. 면 돌출(익스트루드)로 부피 키우기.

  • mesh-inset

    Inset selected faces of a mesh-session model (as a region or individually), creating a rim of quads and an inner face — the clean way to add panels, plates, sockets, frames, buttons and keyholes without pinching. Use before extruding detail that must stay inside a face's border; part of the box-mode

  • mesh-loopcut

    Add edge loops to a mesh-session model by cutting across a quad edge ring (one or several cuts, or one cut at an exact coordinate) — to add resolution where the form bends, separate parts (lid line), place joint loops, and add support loops that keep edges sharp under subdivision. Use whenever more

  • mesh-mirror

    Set up symmetric modelling on a mesh-session model (cut it at the mirror plane, keep the +X half, add a Mirror modifier with clipping and merge) and later apply it — so every edit is made once and mirrored, as artists do for characters and symmetric props. Use right after the primitive for symmetric

  • mesh-primitive

    Start a step-by-step modelling session with a primitive (cube, cylinder, UV sphere, plane) sized to the reference — the first move of box modelling. Use when beginning a mesh-session model or restarting a part's blockout; part of the box-modeling procedure. 박스 모델링의 시작 도형 만들기.

  • mesh-rig

    Rig a mesh-session character built from parts — bones from a spec, computed weights (a part rigid on one bone, or blended along a bone chain), then bend it through test poses and measure the damage (volume change, edge stretch, face squash, gaps opening between parts) with a contact sheet of the pos

  • mesh-select

    Select faces, edges, edge rings/loops or vertices of a mesh-session model by geometry (normal direction, position bounds, nearest to a point, edges along an axis) and store the selection under a name for the next operation — the scripted equivalent of clicking in edit mode. Use before any extrude, i

  • mesh-session

    Runtime for step-by-step polygon modelling in Blender, the way an artist works in edit mode — one operation per step (primitive, select, transform, extrude, inset, loop cut, bevel, mirror, subdivision, cleanup, material), every step saved as its own .blend with a log line, automatic topology checks

  • mesh-subsurf

    Add or change a Subdivision Surface modifier on a mesh-session model (levels, edge creases, smooth shading, optional apply) to turn a low-poly cage into a smooth form while support loops, bevels and creases keep chosen edges defined. Use to preview smoothness during box modelling and for the final s

  • mesh-texture

    Texture a UV-unwrapped mesh-session model from its concept turnaround — project the painted front, side and back panels onto the model texel by texel, using a panel only where the texel faces that view, is visible there and lands on the same part, falling back to the material colour elsewhere — then

  • mesh-transform

    Move, rotate or scale a named selection of a mesh-session model, optionally with proportional editing (smooth falloff to neighbours) — how an artist shapes, tapers, arches and rounds forms after the topology is in place. Use for shaping steps in box modelling (taper a limb, arch a lid, push a loop o

  • mesh-uv

    Unwrap a mesh-session model into one UV layout and measure it — apply the subdivision, Smart UV Project to find islands, angle-based unwrap of each island, one texel density, packing — reporting density spread, overlap, utilisation and stretch (by triangle, by area and per material). Use when a mode

  • stage-gate

    Run a 3D asset through its stages (modeling, rigging, UV, texture) as a loop — measure, compare with fixed thresholds, change one thing, measure again, and move to the next stage only when the current one passes — recording every score. Use whenever the user wants an asset improved until it reaches

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