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Blender Toolkit

blender3dautomationanimationgeometry
โ˜… 4.8 (211)โญ 89๐Ÿ“„ Apache-2.0๐Ÿ•’ 2026-01-17Source โ†—

Install this skill

npx skills add Dev-GOM/claude-code-marketplace

Works across Claude Code, Cursor, Codex, Copilot & Antigravity

What this skill does

  • โ€ขProgrammatic creation of standard geometry primitives like cubes, spheres, and planes
  • โ€ขAutomated assignment and configuration of material properties
  • โ€ขDirect application and management of scene modifiers including subdivision and mirror
  • โ€ขRetargeting of FBX-based Mixamo animations to custom skeletal rigs
  • โ€ขReal-time object querying and scene state retrieval

When to use it

  • โœ“Generating base meshes for game levels or application assets programmatically
  • โœ“Applying consistent material configurations across hundreds of 3D objects
  • โœ“Retargeting imported character animations to non-standard custom skeletons
  • โœ“Batch-applying modifiers like subdivision surfaces during asset exports

When not to use it

  • โœ•Complex artistic sculpting or hand-painted texture work requiring manual brush control
  • โœ•Interactive scene editing where you need immediate visual feedback from viewport tools

How to invoke it

Example prompts that trigger this skill:

  • โ€œblender-toolkit create-cube --size 5.0โ€
  • โ€œblender-toolkit create-sphere --radius 2.5 --segments 32โ€
  • โ€œblender-toolkit subdivide --name 'CharacterBody' --cuts 3โ€
  • โ€œblender-toolkit list-objectsโ€
  • โ€œblender-toolkit apply-modifier --object 'Mesh1' --type 'mirror'โ€

Example workflow

  1. Install the addon via Blender's preferences and start the WebSocket server on port 9400
  2. Verify the connection by running a command to list current objects in the scene
  3. Use CLI commands to generate your primitive geometry at defined origin points
  4. Apply specific modifiers or materials to the newly created objects
  5. Execute animation retargeting scripts if your rig is loaded
  6. Save the scene state through the toolkit once all batch operations are confirmed

Prerequisites

  • โ€“Blender 4.0 or higher
  • โ€“Blender Toolkit addon installed and enabled within Blender
  • โ€“WebSocket server active on the configured port
  • โ€“Correctly configured paths in the local blender-config.json file

Pitfalls & limitations

  • !Running scripts directly instead of via tool commands can pollute the context window
  • !Incorrect Blender executable paths in the config file will prevent the agent from connecting
  • !Mixamo does not provide an API, so source FBX files must be manually downloaded first
  • !Port conflicts may occur if multiple instances are running; verify the log if connection fails

FAQ

Why does the tool require a WebSocket server?
Blender is not designed for external command-line execution by default. The WebSocket server acts as an bridge that listens for instructions from the agent and executes them inside the running Blender process.
How do I handle multiple Blender versions?
Update the 'blenderExecutable' field in your '~/.claude/plugins/marketplaces/dev-gom-plugins/blender-config.json' file to point to the specific path of your preferred Blender binary.
Is this tool suitable for character animation?
Yes, it supports retargeting Mixamo animations to custom rigs, but you must ensure your rig is properly mapped before executing the retargeting commands.
Can I see the script source code?
Yes, but it is recommended to use the CLI commands as black-box scripts. Opening the raw scripts in your context window is discouraged due to their large size.

How it compares

Unlike manual GUI work which is prone to human error during repetitive tasks, this toolkit enforces procedural consistency and allows you to script 3D production pipelines directly within your code editor.

Source & trust

โญ 89 stars๐Ÿ“„ Apache-2.0๐Ÿ•’ Updated 2026-01-17๐Ÿ›ก runs-shell, network

From the source: โ€œ## โš ๏ธ 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 โ€ฆโ€

View the full SKILL.md source

## โš ๏ธ 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:
```json
{
  "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)**
```bash
# 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**
```bash
# 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 โ†’ 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`)

โœ… 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:
- ๐ŸŽจ **Geometry Creation** - Primitives (cube, sphere, cylinder, plane, cone, torus)
- ๐ŸŽญ **Material Management** - Create, assign, and configure materials
- ๐Ÿ”ง **Modifier Control** - Add, apply, and manage modifiers
- ๐ŸŽฌ **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 โ†’ Edit โ†’ Preferences โ†’ Add-ons
2. Click "Install" โ†’ Select plugins/blender-toolkit/skills/addon/__init__.py
3. Enable "Blender Toolkit WebSocket Server"
4. Start server: View3D โ†’ Sidebar (N) โ†’ "Blender Toolkit" โ†’ "Start Server"
```

### Common Operations

**Create Geometry:**
```bash
# 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:**
```bash
# 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:**
```bash
# 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:**
```bash
# 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:**

```
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”         โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”    WebSocket    โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚ Claude Code  โ”‚   IPC   โ”‚ TypeScript  โ”‚โ—„โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–บโ”‚   Blender    โ”‚
โ”‚   (Skill)    โ”‚โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–บโ”‚   Client    โ”‚   Port 9400+   โ”‚  (Addon)     โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜         โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜                โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                              โ”‚                               โ”‚
                              โ–ผ                               โ–ผ
                     โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”         โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
                     โ”‚  - Geometry     โ”‚         โ”‚  - WebSocket       โ”‚
                     โ”‚  - Material     โ”‚         โ”‚    Server          โ”‚
                     โ”‚  - Modifier     โ”‚         โ”‚  - Command         โ”‚
                     โ”‚  - Retargeting  โ”‚         โ”‚    Handlers        โ”‚
                     โ”‚  - Bone Mapping โ”‚         โ”‚  - Bone Mapping UI โ”‚
                     โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜         โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
```

**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 โ†’ Review โ†’ 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:**
```typescript
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(`โœ… 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:**
```bash
# 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 โญ

**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) โ†’ Safe to auto-apply
   - Good (6-7 critical bones) โ†’ Quick review recommended
   - Fair (4-5 critical bones) โ†’ Thorough review required
   - Poor (< 4 critical bones) โ†’ Manual mapping needed
```

**Phase 2: User Confirmation**
```
1. User reviews mapping in Blender:
   - View3D โ†’ Sidebar (N) โ†’ "Blender Toolkit" โ†’ "Bone Mapping Review"
   - Check source โ†’ 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:**
```typescript
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):**
```bash
# 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 ๐ŸŒŸ

**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)

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

3. **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)** โญ
```bash
# 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**
```bash
# Preset for Rigify control rigs
blender-toolkit retarget --target "Hero" --file "./Walk.fbx" --mapping mixamo_to_rigify
```
- Predefined Mixamo โ†’ Rigify mapping
- Instant application
- Highest accuracy for Rigify

**3. Custom Mode**
```typescript
// 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:**
```json
// ~/.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:**
```typescript
// 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"
```bash
# Check connection
blender-toolkit daemon-status

# If failed:
1. Verify Blender is open
2. Check addon is enabled
3. Start server: Blender โ†’ N โ†’ "Blender Toolkit" โ†’ "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. **๐ŸŒŸ Use Auto Mode with UI Confirmation**
   - Most reliable for unknown rigs
   - Always review critical bones (Hips, Spine, Arms, Legs)
   - Edit incorrect mappings before applying

2. **Test Simple Animations First**
   - Start with Idle or Walking
   - Verify bone mapping works correctly
   - Check root motion (Hips bone)
   - Then proceed to complex animations

3. **Download Correct Format from Mixamo**
   - Format: FBX (.fbx)
   - Skin: Without Skin
   - FPS: 30 fps
   - Keyframe Reduction: None

4. **Check Quality Before Auto-Apply**
   - Excellent (8-9 critical) โ†’ Safe to skip confirmation
   - Good (6-7 critical) โ†’ Quick review
   - Fair (4-5 critical) โ†’ Thorough review
   - Poor (< 4 critical) โ†’ Use custom mapping

5. **Save Custom Mappings for Reuse**
   - Document successful mappings
   - Reuse for same character's animations
   - Share with team members

6. **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](references/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](references/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](references/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](references/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/
โ”œโ”€โ”€ skills/scripts/          # Local TypeScript scripts (auto-initialized)
โ”‚   โ”œโ”€โ”€ src/                 # Source code
โ”‚   โ”œโ”€โ”€ dist/                # Compiled JavaScript
โ”‚   โ””โ”€โ”€ node_modules/        # Dependencies
โ”œโ”€โ”€ bt.js                    # CLI wrapper
โ”œโ”€โ”€ logs/                    # Log files
โ”‚   โ”œโ”€โ”€ typescript.log
โ”‚   โ”œโ”€โ”€ blender-addon.log
โ”‚   โ””โ”€โ”€ error.log
โ””โ”€โ”€ .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

Quoted from Dev-GOM/claude-code-marketplace for reference โ€” see the original for the authoritative, latest version.

๐Ÿ“„ Full skill instructions โ€” original source: Dev-GOM/claude-code-marketplace
The Blender Toolkit enables direct interaction between your development environment and Blender 4.0+. By implementing a WebSocket-based server architecture, this plugin allows you to send commands from your terminal to automate 3D scene tasks that typically require manual GUI navigation. It is specifically built for technical artists and developers who need to perform batch geometry operations, material management, or repetitive animation tasks such as mapping Mixamo data to custom rigs. By treating Blender as a headless service rather than a purely manual tool, you can define your 3D workflow in code, reducing the time spent clicking through sub-menus. It handles primitive creation, modifier application, and scene object queries, ensuring your 3D pipeline remains consistent across multiple project files while keeping your technical documentation synced with actual model properties.

How to Use This Skill Unit

Option A: Project-Specific (Recommended)

  1. Click "Download" above
  2. In your project, create the directory: .agent/skills/skills-dev-gom/
  3. Save the file as SKILL.md
  4. The agent will automatically discover the skill based on its description.

Option B: Global Installation (All Agents)

Save the file to these locations to make it available across all projects:

  • Claude Code: ~/.claude/skills/Dev-GOM/claude-code-marketplace/skills-dev-gom/SKILL.md
  • Cursor: ~/.cursor/skills/Dev-GOM/claude-code-marketplace/skills-dev-gom/SKILL.md
  • Antigravity: ~/.gemini/antigravity/skills/Dev-GOM/claude-code-marketplace/skills-dev-gom/SKILL.md

๐Ÿš€ Install with CLI:
npx skills add Dev-GOM/claude-code-marketplace

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Recommended Rules

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Take It Further

Maximize your productivity with these powerful resources

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Define Your Standards

Set up coding standards to ensure this workflow produces consistent, high-quality results.

Browse Rules Library
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Master Workflows

Learn how to create custom workflows, use Turbo Mode, and build your automation library.

Complete Guide

How to use this Skill in Claude Code & Cursor

For Claude Code (CLI)

To use this skill in Claude Code, copy the rule content into your project's custom instructions or follow our Add-Skill CLI guide. This ensures Claude follows your standards during every code generation.

For Cursor & Windsurf

For Cursor or Windsurf, individual skills are best used in the "Rules for AI" section. This specific unit helps the agent avoid creative & visual issues, leading to cleaner, more efficient code.

Why the skill format matters: the standardized Agent Skills format lets your AI agent load detailed instructions only when they are relevant, keeping your prompt clean while improving results.

Source & attribution

This skill is categorized under Creative & Visual and is published by Dev-GOM, maintained in Dev-GOM/claude-code-marketplace.

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