About this skill

Your agent writes Python that builds every model, exports one GLB, and loads it into a Three.js scene where a single material pass and post-process give everything the same drawn look. The bundle holds working scripts for a mountain railway town and an ink-line paper shader with hatching, grain, a wobbling line and day and night. It also says where humanoid animation should come from instead, with what each tool's terms actually say.

You say

Using this skill, build a tiny ski village in Blender Python, with a chairlift that moves. Keep the ink and paper look, make it a snowy morning, and render 10 seconds at 1280x720.

How it works

  1. Your agent adapts the seeded Blender Python scripts to your world, and each material gets a name for what it is.
  2. The export step writes one GLB and refuses it if triangles, size or node names are off.
  3. A Three.js scene draws everything through one material pass and one ink post-process, then captures frames to video.

Getting a good result

  • Lean every wall a few degrees and vary the proportions. A shader can't make perfect boxes look drawn.
  • Keep the paper grain still and let the lines shift a few times a second. That contrast does most of the work.
  • Get humanoid moves from an animation library, and read its terms first. Free doesn't always include commercial rights.

What you get

  • Seeded Blender Python scripts for terrain, buildings, a railway, trees and a train
  • A GLB export step that checks triangles, file size, and node and material names
  • A Three.js template pinned to one version, with an ink-line paper shader and a day and night script
  • A frame-exact capture script that pipes straight to ffmpeg
  • A table of animation tools showing what their terms say and what was left unverified

Good fit

  • Small stylized worlds for a game prototype, a site or a film
  • A consistent look across many generated models
  • Scenes you want to rebuild from a seed and review as code

Not for

  • Photorealistic rendering
  • Character animation, which the skill sends to dedicated libraries
  • Editing existing models by hand

How to install it

  1. Download the ZIP and unzip it.
  2. Move the folder holding SKILL.md into your agent's skills folder, such as ~/.claude/skills/ for Claude Code.
  3. Start a new session and ask for what you want to make.

Needs: An agent that reads skills, Python 3.13 and the bpy package, or the Blender app, Node.js, Playwright and ffmpeg, to capture video.

Popular on X

Posts showing demand for this kind of video. Unless a post names this tool, it wasn't made with it.

FAQ

Is it really free?

Yes. Create a free AdAnt account to download the ZIP. There is no card and no trial timer.

Do I need to install Blender?

No. The scripts run under bpy, Blender as a Python module from PyPI, with no window. It needs Python 3.13 and about 800 MB, and has no wheel for Intel Macs or Linux arm64. They're written to run under the Blender app too, but that is untested.

Is the example video really from Blender?

Yes. bpy 5.2.3 built and exported the GLB with the bundled scripts, and Three.js drew each frame with the bundled shaders. Nothing was painted by hand or generated by an image model.

Who made the game that inspired this?

A post by NFT_Chen describes 《纸海邮航》 (Paper Sea Post is our translation). It says Kimi K3.1 Pro built the game and names Big喷菇 as its source. No code from that game is used here. The scripts were written for this skill, and they build a different world.

Can I use what it makes commercially?

Blender's license page says what you make with it is yours, so your GLBs and videos are not under the GPL. If you publish a changed version of the GPL scripts, it has to stay GPL. The web template and the scripts that don't use Blender are MIT, so you can ship them in your own game. Third-party animation tools each have their own terms, and the skill lists them.

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