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blender_rigging

Automate character rigging in Blender with armature creation, bone IK, skinning, and humanoid mapping operations.

Instructions

PORTMANTEAU PATTERN RATIONALE: Consolidates 11 related rigging operations into single interface. Prevents tool explosion while maintaining full character rigging workflow from armature creation to humanoid mapping. Follows FastMCP 2.14.3 best practices.

Complete character rigging system for Blender supporting armatures, bones, IK, skinning, and humanoid standards.

Armature Operations (4 operations):

  • create_armature: Generate new skeleton object with customizable positioning

  • add_bone: Add individual bones to existing armature with parent/child relationships

  • create_bone_ik: Set up inverse kinematics constraints for realistic joint movement

  • create_basic_rig: Auto-generate complete biped character rig with standard bone structure

Bone Management (3 operations):

  • list_bones: Display all bones in armature with hierarchy and properties

  • pose_bone: Set bone transformations in pose mode for animation

  • set_bone_keyframe: Insert keyframes for bone animation at specific frames

Pose & Animation (1 operation):

  • reset_pose: Return armature to rest pose, clearing all pose transformations

Skinning & Weights (2 operations):

  • transfer_weights: Copy vertex weights between meshes using various projection methods

  • manage_vertex_groups: Create, rename, mirror, or remove vertex groups for weight painting

Standards & Compatibility (1 operation):

  • humanoid_mapping: Apply VRChat/Unity humanoid bone naming and structure standards

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
operationNoThe rigging operation to perform. Must be one of: "create_armature", "add_bone", "create_bone_ik", "create_basic_rig", "list_bones", "pose_bone", "set_bone_keyframe", "reset_pose", "transfer_weights", "manage_vertex_groups", "humanoid_mapping". - Armature operations: "create_armature", "add_bone", "create_bone_ik", "create_basic_rig" - Bone operations: "list_bones", "pose_bone", "set_bone_keyframe" - Pose operations: "reset_pose" - Skinning operations: "transfer_weights", "manage_vertex_groups" - Standards operations: "humanoid_mapping"create_armature
armature_nameNoTarget armature object name. Required for most operations. Must exist in scene for bone operations.Armature
bone_nameNoName of bone to create, modify, or pose. Required for bone-specific operations. Must be unique within armature.Bone
locationNo3D position coordinates (x, y, z) for armature placement. Default: (0, 0, 0). Used for: "create_armature".
rotationNoEuler rotation angles in degrees (x, y, z) for bone posing. Default: (0, 0, 0). Used for: "pose_bone". Range: -180 to 180 degrees.
headNoStarting point coordinates for new bone creation. Required for: "add_bone". Defines bone origin in 3D space.
tailNoEnding point coordinates for new bone creation. Required for: "add_bone". Defines bone length and direction.
parent_boneNoName of parent bone for hierarchy. Optional for "add_bone". Creates bone chain when specified.
connectedNoWhether new bone connects directly to parent tail. Default: False. True creates seamless bone chain, False allows bone gaps.
target_boneNoName of target bone for IK constraint. Required for: "create_bone_ik". Defines which bone the IK chain reaches toward.
pole_targetNoEmpty object name for IK pole target. Optional for "create_bone_ik". Controls IK chain bending direction for natural joint movement.
chain_lengthNoNumber of bones in IK chain. Default: 2. Range: 1-10. Longer chains provide more flexible but complex IK solutions.
frameNoTimeline frame number for keyframe insertion. Default: 1. Range: 1-10000. Corresponds to animation timeline frames.
rotation_modeNoEuler angle rotation order. One of: "XYZ", "XZY", "YXZ", "YZX", "ZXY", "ZYX". Default: "XYZ". Affects how rotation values are interpreted.XYZ
source_meshNoSource mesh object name for weight transfer. Required for: "transfer_weights". Mesh containing vertex weights to copy from.
target_meshNoTarget mesh object name for weight transfer. Required for: "transfer_weights". Mesh to receive copied vertex weights.
transfer_methodNoWeight projection algorithm. One of: "NEAREST_FACE", "RAY_CAST", "NEAREST_VERTEX". Default: "NEAREST_FACE". "RAY_CAST" most accurate but slower.NEAREST_FACE
max_distanceNoMaximum transfer distance for weight projection. Default: 0.1. Range: 0.001-10.0. Larger values capture more distant geometry.
group_operationNoVertex group management operation. One of: "create", "rename", "mirror", "remove", "assign". Required for: "manage_vertex_groups".create
group_nameNoTarget vertex group name. Required for most group operations.
source_groupNoSource group name for operations like mirror. Required for: "mirror".
new_group_nameNoNew name for rename operations. Required for: "rename".
vertex_indicesNoList of vertex indices for group assignment. Optional for "assign". Defaults to empty list for manual weight painting.
mapping_presetNoHumanoid bone mapping standard. One of: "VRCHAT", "UNITY", "BLENDER". Default: "VRCHAT". Defines target bone naming convention.VRCHAT
auto_renameNoWhether to automatically rename bones to standard names. Default: True. False preserves original bone names while adding mapping.

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries full burden for behavioral disclosure. It does not mention any side effects, destructive actions, prerequisites (e.g., scene mode), or permissions. While operation names imply non-destructive state (e.g., 'create', 'list'), the description lacks explicit behavioral transparency for a complex tool with 25 parameters.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured with a rationale at the top and clear categorization. However, it is somewhat verbose, especially with the detailed operation list that is partially redundant with the schema. The front-loaded rationale is good, but could be more concise for experienced users.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the complexity of 25 parameters and 11 operations, the description provides a comprehensive overview of each operation's purpose. It does not cover error scenarios, typical workflows, or prerequisites (e.g., being in edit mode). An output schema exists, so return values are not required. The description is mostly complete but could include more usage context.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% with detailed parameter descriptions. The tool description adds no extra semantic meaning beyond what the schema already provides; it only groups operations. Baseline of 3 is appropriate as the schema does the heavy lifting, and the description does not enhance parameter understanding.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states it is a 'Complete character rigging system' and lists all 11 operations organized by category (Armature, Bone, Pose, Skinning, Standards). It distinguishes from sibling tools like blender_animation or blender_mesh by focusing specifically on rigging. The portmanteau rationale explains consolidation of related operations, preventing tool explosion.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implicitly indicates when to use (for rigging tasks) but does not explicitly state when not to use or provide alternatives. It mentions the portmanteau pattern rationale to prevent tool explosion, but lacks direct comparisons to other tools. Clear context for rigging, but no exclusions or alternatives are mentioned.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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