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blender_rigging

Create and manage Blender character rigs: armatures, bones, IK constraints, posing, keyframing, weight transfer, vertex groups, and humanoid mapping.

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
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.
frameNoTimeline frame number for keyframe insertion. Default: 1. Range: 1-10000. Corresponds to animation timeline frames.
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.
bone_nameNoName of bone to create, modify, or pose. Required for bone-specific operations. Must be unique within armature.Bone
connectedNoWhether new bone connects directly to parent tail. Default: False. True creates seamless bone chain, False allows bone gaps.
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
group_nameNoTarget vertex group name. Required for most group operations.
auto_renameNoWhether to automatically rename bones to standard names. Default: True. False preserves original bone names while adding mapping.
parent_boneNoName of parent bone for hierarchy. Optional for "add_bone". Creates bone chain when specified.
pole_targetNoEmpty object name for IK pole target. Optional for "create_bone_ik". Controls IK chain bending direction for natural joint movement.
source_meshNoSource mesh object name for weight transfer. Required for: "transfer_weights". Mesh containing vertex weights to copy from.
target_boneNoName of target bone for IK constraint. Required for: "create_bone_ik". Defines which bone the IK chain reaches toward.
target_meshNoTarget mesh object name for weight transfer. Required for: "transfer_weights". Mesh to receive copied vertex weights.
chain_lengthNoNumber of bones in IK chain. Default: 2. Range: 1-10. Longer chains provide more flexible but complex IK solutions.
max_distanceNoMaximum transfer distance for weight projection. Default: 0.1. Range: 0.001-10.0. Larger values capture more distant geometry.
source_groupNoSource group name for operations like mirror. Required for: "mirror".
armature_nameNoTarget armature object name. Required for most operations. Must exist in scene for bone operations.Armature
rotation_modeNoEuler angle rotation order. One of: "XYZ", "XZY", "YXZ", "YZX", "ZXY", "ZYX". Default: "XYZ". Affects how rotation values are interpreted.XYZ
mapping_presetNoHumanoid bone mapping standard. One of: "VRCHAT", "UNITY", "BLENDER". Default: "VRCHAT". Defines target bone naming convention.VRCHAT
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.
group_operationNoVertex group management operation. One of: "create", "rename", "mirror", "remove", "assign". Required for: "manage_vertex_groups".create
transfer_methodNoWeight projection algorithm. One of: "NEAREST_FACE", "RAY_CAST", "NEAREST_VERTEX". Default: "NEAREST_FACE". "RAY_CAST" most accurate but slower.NEAREST_FACE

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior2/5

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

Annotations are all false, so the description carries the burden. It discloses the portmanteau design and lists operation names, but does not mention that operations are selected via the 'operation' parameter, nor describe side effects like scene modification or irreversibility (e.g., manage_vertex_groups can remove groups, reset_pose clears transformations). The description focuses on what operations exist, not how the tool behaves.

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

Conciseness3/5

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

The description is well-structured with clear categories, but the opening 'PORTMANTEAU PATTERN RATIONALE' paragraph is largely meta-commentary that does not aid invocation. The bullet lists are useful but partially duplicate the schema's operation enum. It earns a middle score due to organization but is padded with non-essential rationale.

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

Completeness3/5

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

Given the complexity (25 parameters, 11 operations), the description provides a high-level overview and grouping but fails to explain that exactly one operation is executed per call based on the 'operation' parameter, or that parameters are conditional per operation. The output schema exists but is not shown, so the description carries some burden. It is adequate but leaves practical usage flow implicit.

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 description coverage is 100%, so the baseline is 3. The description's categorization of operations helps associate parameters with operations, but it does not add parameter-specific meaning beyond the schema. The parameter descriptions in the schema already cover usage details, so the description neither compensates nor detracts significantly.

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 identifies the tool as a 'Complete character rigging system for Blender' and enumerates all 11 operations across five categories. This gives a specific verb (rigging), resource (Blender armatures/bones), and distinguishes it from any sibling tool since no other rigging-specific tool is listed.

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

Usage Guidelines3/5

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

The description implies usage when character rigging is needed and lists operations grouped by workflow stage, but it does not provide explicit when-to-use vs alternatives or exclusions. It lacks statements like 'For animation keyframing, use blender_animation instead.' The rationale about preventing tool explosion gives context but no actionable guidance.

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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