Requirements
- Target platform
- OpenClaw
- Install method
- Manual import
- Extraction
- Extract archive
- Prerequisites
- OpenClaw
- Primary doc
- SKILL.md
Avoid common Blender mistakes — transform application, modifier order, UV seams, and export settings for game engines.
Avoid common Blender mistakes — transform application, modifier order, UV seams, and export settings for game engines.
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.
Apply scale before export — Ctrl+A → Scale, or objects deform in game engines Apply rotation for correct orientation — especially for rigged models Non-uniform scale breaks modifiers — apply scale before Mirror, Bevel, etc. Reset transforms: Alt+G/R/S — location, rotation, scale to defaults
Object mode transforms affect whole object — Edit mode transforms geometry only Modifiers applied in Object mode — Edit mode shows base mesh Selection works differently — Object selects whole, Edit selects vertices/edges/faces Tab to toggle — most operations mode-specific
Flipped normals = invisible faces — Shift+N to recalculate outside Check in Viewport Overlays → Face Orientation — blue is correct, red is flipped Ctrl+Shift+N for flip inside — useful for interior scenes Smooth shading issues = bad normals — recalculate first
Order matters — Mirror before Subdivision, Bevel before Mirror typically Apply modifiers for export — game engines don't understand Blender modifiers Array + Curve = deformation issues — apply Array first, then Curve Subdivision preview vs render levels — set same for consistent export
Mark seams where texture can split — Ctrl+E → Mark Seam Seams at hidden areas — under arms, behind ears, model edges U → Unwrap after marking — Smart UV Project as fallback Check UV overlap — causes baking issues, separate islands
Origin affects rotation/scale pivot — Right-click → Set Origin Origin to geometry for centered pivot — Origin to 3D Cursor for precise placement Origin matters for game engine import — often should be at feet/base
FBX or glTF for Unity/Unreal — glTF for web Apply transforms on export — "Apply Scalings: FBX All" for Unity Forward axis: -Z Forward, Up: Y Up for Unity — different for Unreal Embed textures or pack separately — depends on workflow
bpy.context is current state — selection, active object, mode bpy.data is all data — access any object by name regardless of selection bpy.ops are operators — require correct context (mode, selection) Override context for operators — {'object': obj, 'selected_objects': [obj]} Most ops need Object mode — bpy.ops.object.mode_set(mode='OBJECT') first
Duplicate with Alt+D creates linked copy — changes affect both, use Shift+D for independent Delete vs Dissolve — Delete removes geometry, Dissolve merges (Edit mode) Proportional editing left on — affects unexpected vertices, check header Subdivision on high-poly crashes — start with Levels: 1, increase gradually Materials not linked to object — won't export, must be assigned to faces
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