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humanform

v0.20.0

Adult human bodies in Blender, built in layers and measured between every one, for Godot 4.7 and the plugins downstream of a body (rig-anything, follow-through, wardrobe, lookdev). 0.1.0 ships the gate: humancheck measures a body in its rig's rest pose - joint heights from bone names in four rig conventions or MPFB joint groups, head count from the midline profile, the crotch as the height where the legs stop being separate, limb segments, hand and foot length, shoulder and hip width over sections that cross the midline, circumferences as convex hulls the way a tape reads them, separate fingers counted across the hand, face relief, joints centred in their limbs, pose, quads, UVs, manifold and symmetry to the surface - against realistic or stylized (Loomis heroic) presets, then renders a fixed orthographic contact sheet in clay, normals and silhouette from four sides with target and measured landmark lines and face, hand and foot close-ups, and hands both to a critic subagent that writes yes/no questions before looking and compares against the previous version. Since 0.2.0 a brief becomes a body: a character sheet (sex, age, stature, weight or build word, realistic or stylized) is resolved against ANSUR II - 6,068 measured adults as a multivariate normal per sex over 65 variables - by conditioning on what the brief fixes, so every other measurement is the one people like that actually have; skin landmarks become joint centres, a stylized body is shifted toward the heroic canon while keeping its own deviations, and a deform rig with rig-anything's bone names is placed exactly on the landmarks. ANSUR II also replaced the realistic preset, settling that MPFB2's arms are about 5 cm short. Since 0.3.0 the body is real: MPFB2 builds it (all-quad topology with deformation loops, UVs, artist skin weights) and a Levenberg-Marquardt solve over its height, weight and muscle macros and sixteen of its own fine targets fits it to the landmark set as humancheck measures it - joint heights, segment lengths, hand and foot, widths, and waist, hip and chest girth with their breadths and depths, because girth alone let the solver answer every waist with a pregnant belly - with priors that make global levers cheap and local girth targets a last resort, and build-aware exceptions (a heavy man carries weight in his belly; a muscular brief keeps its muscle). The game_engine rig is renamed to rig-anything's bone names, so wardrobe and rig-anything read it unchanged. Five briefs fit in 10-15 s each and pass humancheck on the real mesh with no fails or warnings. Since 0.4.0 it reuses and composes: a library of fitted bodies and judged parts indexed by ANSUR z-scores and critic-written tags; a one-call pipeline that reuses a stored body in 0.7 s, warm-starts a similar one from its stored parameters and Jacobian in 2-5 s, or fits a new one in 3.5-7.5 s (down from 13-30 s, by extent-only sections, cached joint groups, Broyden updates and a stall stop); a separate face stage fitting ANSUR's head measurements (interpupillary, head breadth and length, bizygomatic, menton-sellion, head circumference); face designs from MPFB style targets rendered as one grid and judged by one critic call, kept as parts that move between bodies without stitching, with verdict statistics that shrink targets critics keep rejecting; and eyeballs built in MPFB's hidden eye sockets. Since 0.5.0 hands and feet are fitted and designed: a hands-and-feet stage fits ANSUR hand length and breadth, palm length, wrist girth, foot length and breadth and ankle girth in under a second; hand and foot designs combine MPFB's free targets with size offsets in ANSUR standard deviations that the refit reaches on any body, designs the mesh cannot make are screened out before the critic, and stored parts carry measured size tags because critics misread foot width.

Claude Code3 Skills

By Paul LovyLicense: MIT0 GitHub starsUpdated yesterday

Directory evidence

Runtimes
Claude Code
Parsed components
3 skill or MCP entries
Source updated
Sep 23, 2026
Manifest status
Canonical path parsed

The directory validates manifest shape and source location. It does not execute the plugin or provide a security endorsement. Review the indexing methodology

Install humanform for Claude Code

Installs for the current user
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install humanform-2@agent-plugin-marketplace

Paste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.

The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.

Get the source manually
git clone https://github.com/wfbcargo/blender-godot-plugins

Clone the source repository, then follow its setup instructions to add the plugin to a compatible client. The plugin root is plugins/humanform/.

Plugin files

plugins/humanform/
├── .claude-plugin/plugin.json
├── skills/humancheck/SKILL.md
├── skills/humanform/SKILL.md
└── skills/humanlib/SKILL.md

Included Skills3

humancheckskills/humancheck/SKILL.md

Measure and judge an adult human body in Blender - proportions against a realistic or stylized preset (joint heights, head count, crotch, limb segments, hand and foot length, shoulder and hip width, waist-to-hip), features (separate fingers, a face with relief, legs parted), rig joints inside the limbs, pose, and mesh health (quads, UVs, manifold, symmetry) - then render a fixed orthographic contact sheet (clay, normals, silhouette from four sides, with target and measured landmark lines, plus face, hand and foot close-ups) and hand both to a critic subagent that asks yes/no questions and compares against the previous version. Use when checking whether a human character, body, figure or base mesh looks right or is well proportioned, before and after changing one, when a body looks off and the reason is unclear, when comparing two versions, or as the gate between humanform's build layers.

humanformskills/humanform/SKILL.md

Build adult human bodies in Blender that look right and work downstream in Godot 4.7 - layer by layer from a character brief through proportions and landmarks, a clean MPFB2 base mesh (quads, UVs, rig), primary and secondary anatomical forms, face, hands and feet, surface detail and skin, to a rig handed to rig-anything, follow-through, wardrobe and lookdev - with a measured gate and a critic between every layer so a detail pass never hides a structural mistake. Use when asked to make, model, sculpt, generate or improve a human, person, man, woman, character body, base mesh or figure in Blender; to choose realistic or stylized proportions; to use MPFB or MakeHuman from a script; to make a character look like a real person from a photo (face proportions read off a frontal photo, ancestry); to give a character a beard, moustache, goatee, stubble or a fringe (bangs); or to plan how a character should be built before modelling starts.

humanlibskills/humanlib/SKILL.md

Reuse and compose adult human bodies and body parts for Blender and Godot 4.7 instead of building every character from scratch - a library of fitted MPFB2 bodies and judged parts (faces, hands and feet) indexed by ANSUR II measurements and descriptive tags, a one-call pipeline that reuses a stored body in under a second, warm-starts a similar one in a few seconds or fits a new one, parts that transfer between bodies on MPFB's shared mesh without stitching, batch design of part variants judged by one critic call, and verdict statistics that steer future designs away from what critics reject. Use when making several characters, crowds, NPCs or variations; when asked to reuse, save, store, catalogue, index, search or combine characters, bodies, faces, hands, feet or parts; to give a body a different face, hands or feet; to generate face, hand or foot variants; to make character creation faster; or to add eyes to an MPFB body.

Plugin manifests1

plugins/humanform/.claude-plugin/plugin.json
{
  "name": "humanform",
  "version": "0.20.0",
  "description": "Adult human bodies in Blender, built in layers and measured between every one, for Godot 4.7 and the plugins downstream of a body (rig-anything, follow-through, wardrobe, lookdev). 0.1.0 ships the gate: humancheck measures a body in its rig's rest pose - joint heights from bone names in four rig conventions or MPFB joint groups, head count from the midline profile, the crotch as the height where the legs stop being separate, limb segments, hand and foot length, shoulder and hip width over sections that cross the midline, circumferences as convex hulls the way a tape reads them, separate fingers counted across the hand, face relief, joints centred in their limbs, pose, quads, UVs, manifold and symmetry to the surface - against realistic or stylized (Loomis heroic) presets, then renders a fixed orthographic contact sheet in clay, normals and silhouette from four sides with target and measured landmark lines and face, hand and foot close-ups, and hands both to a critic subagent that writes yes/no questions before looking and compares against the previous version. Since 0.2.0 a brief becomes a body: a character sheet (sex, age, stature, weight or build word, realistic or stylized) is resolved against ANSUR II - 6,068 measured adults as a multivariate normal per sex over 65 variables - by conditioning on what the brief fixes, so every other measurement is the one people like that actually have; skin landmarks become joint centres, a stylized body is shifted toward the heroic canon while keeping its own deviations, and a deform rig with rig-anything's bone names is placed exactly on the landmarks. ANSUR II also replaced the realistic preset, settling that MPFB2's arms are about 5 cm short. Since 0.3.0 the body is real: MPFB2 builds it (all-quad topology with deformation loops, UVs, artist skin weights) and a Levenberg-Marquardt solve over its height, weight and muscle macros and sixteen of its own fine targets fits it to the landmark set as humancheck measures it - joint heights, segment lengths, hand and foot, widths, and waist, hip and chest girth with their breadths and depths, because girth alone let the solver answer every waist with a pregnant belly - with priors that make global levers cheap and local girth targets a last resort, and build-aware exceptions (a heavy man carries weight in his belly; a muscular brief keeps its muscle). The game_engine rig is renamed to rig-anything's bone names, so wardrobe and rig-anything read it unchanged. Five briefs fit in 10-15 s each and pass humancheck on the real mesh with no fails or warnings. Since 0.4.0 it reuses and composes: a library of fitted bodies and judged parts indexed by ANSUR z-scores and critic-written tags; a one-call pipeline that reuses a stored body in 0.7 s, warm-starts a similar one from its stored parameters and Jacobian in 2-5 s, or fits a new one in 3.5-7.5 s (down from 13-30 s, by extent-only sections, cached joint groups, Broyden updates and a stall stop); a separate face stage fitting ANSUR's head measurements (interpupillary, head breadth and length, bizygomatic, menton-sellion, head circumference); face designs from MPFB style targets rendered as one grid and judged by one critic call, kept as parts that move between bodies without stitching, with verdict statistics that shrink targets critics keep rejecting; and eyeballs built in MPFB's hidden eye sockets. Since 0.5.0 hands and feet are fitted and designed: a hands-and-feet stage fits ANSUR hand length and breadth, palm length, wrist girth, foot length and breadth and ankle girth in under a second; hand and foot designs combine MPFB's free targets with size offsets in ANSUR standard deviations that the refit reaches on any body, designs the mesh cannot make are screened out before the critic, and stored parts carry measured size tags because critics misread foot width.",
  "author": {
    "name": "Paul Lovy",
    "url": "https://paullovy.com"
  },
  "homepage": "https://github.com/wfbcargo/blender-godot-plugins",
  "repository": "https://github.com/wfbcargo/blender-godot-plugins",
  "license": "MIT",
  "keywords": [
    "blender",
    "godot",
    "human",
    "character",
    "anatomy",
    "proportions",
    "mpfb",
    "makehuman",
    "base-mesh",
    "critique",
    "contact-sheet",
    "gamedev",
    "3d",
    "anthropometry",
    "ansur",
    "mpfb2",
    "library",
    "reuse",
    "parts",
    "faces",
    "eyes"
  ]
}

If you maintain this plugin, link to this source-backed listing from your README so users can review its manifest and indexed components.

[humanform on Agent Plugins Marketplace](https://pluginsmp.com/plugins/humanform-2)