Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Stable rigid/soft body setups. Motivated destruction. Baked caches.
Simplify collision meshes → Assign rigid/soft bodies
→ Constraints → Passive settings → Bake → Art-direct → Export cache
| Role | Settings notes |
|---|---|
| Active | Moving debris / props |
| Passive | Floors, walls, heavy anchors |
| Convex hull | Fast, approximate |
| Mesh | Accurate, heavier |
COL_Physics_[Shot]RBCON_[Object]_[Type]1. Pre-cut shards (cell fracture or manual)
2. Island meshes as active rigid bodies
3. Passive shell until trigger frame
4. Animate trigger (force / keyframed activation)
5. Bake → cleanup interpenetrations
cloth-sim for garments| Topic | Reference | Load When |
|---|---|---|
| Rigid Body Presets | references/rigid-body-presets.md | When needed |
| Destruction Pipeline | references/destruction-pipeline.md | When needed |
| Sim Bake Checklist | references/sim-bake-checklist.md | When needed |
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
日本語の概要は準備中です。原文の説明を表示しています。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
日本語の概要は準備中です。原文の説明を表示しています。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
日本語の概要は準備中です。原文の説明を表示しています。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
日本語の概要は準備中です。原文の説明を表示しています。