Who it is forA small studio animator who needs a rigged character with a walk cycle for a Unity project.
The problemRigging, animating a walk cycle and exporting for a game engine are separate jobs, and a mistake in any one stage breaks the next.
The outcomeA Rigify-rigged character with a walk cycle exported for Unity, built by an agent following the rigging, animation and export skills.
What you need first
- Blender 5.2 or newer installed
- git to clone the repository
- An AI coding agent such as Claude Code, Codex, Gemini CLI or Cursor
- Optional: a Blender MCP server so agents can work in your open Blender session
Steps
- Clone the repository:
git clone https://github.com/EL4CTEO/blender-skills - Install the skills:
./blender-skills/install/install.sh(macOS / Linux) or.\blender-skills\install\install.ps1(Windows) - Ask the agent to rig the character with Rigify and to create a walk cycle using the animation skill.
- Ask the agent to export the animated character for Unity using the export pipelines skill.
- Open the file in Unity and play the walk cycle to confirm the bones deform as expected.
Prompt for your agent
Using the blender-skills repo, rig <character model> with Rigify, add a looping walk cycle and export it for Unity. Expect a rigged .blend or exported file and the name of the walk action. Verify that the walk action loops and that the exported skeleton keeps the rig's bone names.
Caveat. The README names Rigify and Unity but does not state which Rigify bone names or Unity import settings will carry over, so check the skeleton after import.
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