Skip to content
cccskills
FreePublished on GitHub

blender-scene-setup

Set up and audit Blender scenes the way studios do - units and real-world scale, collection layout, naming conventions (SM_/SK_/T_/M_), origins, linking vs appending, library overrides, asset libraries and catalogs, collection exporters, orphan/path cleanup. Use when starting a project, organizing a .blend, or before handoff/export.

The English summary is being prepared. Showing the original description.

Works withBlender

Run score Not tested

See how to install

Files included (3)

  • SKILL.md5.2 KB
  • scripts/_bpyx.py4.4 KB
  • scripts/scene_audit.py4.9 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Scene Setup & Hygiene

The execution model and verification steps are in blender-core.

Procedure

  1. Run scripts/scene_audit.py (add --fix purge scale paths only on files you own). It reports units, unapplied/negative scale, default names, objects in the scene root, missing images, orphans and far-off origins.
  2. Set units: Metric, Unit Scale 1.0, Length meters. Keep 1.0 even for Unreal/Roblox, because exporters handle the conversion (see blender-export-pipelines).
  3. Build the collection layout (below). Every object must be in a named collection, never the scene root.
  4. Name everything with the conventions below. Rename after every duplicate or join so no .001 suffixes remain.
  5. Set origins: props at the bottom-center (they sit on the ground at Z=0), characters at world origin between the feet, doors/hinges at the pivot.
  6. Apply rotation and scale on meshes (Ctrl+A). Keep location unless the asset should export at the origin.
  7. Re-run the audit. It's done when issues is empty or every remaining issue is intentional and explained.

Collection layout (one asset per .blend, or one collection per asset)

ASSET_Crate
├── Crate_high      # sculpt / subdiv source (exclude from export)
├── Crate_low       # game mesh(es) SM_Crate, SM_Crate_LOD1..
├── Crate_bake      # cages, bake helpers
├── Crate_collision # UCX_SM_Crate_00 (UE) / Crate-col (Godot)
└── Crate_ref       # reference images/blockout (hide_render)

Use Collection Exporters (4.2+) to define the export once per collection, then re-export with one call:

with bpy.context.temp_override(collection=col):
    bpy.ops.collection.exporter_add(name="IO_FH_gltf2")
ex = col.exporters[-1]; ex.export_properties.filepath = "//export/SM_Crate.glb"
with bpy.context.temp_override(collection=col):
    bpy.ops.collection.exporter_export(index=len(col.exporters) - 1)

bpy.ops.wm.collection_export_all() re-runs every collection exporter.

Naming conventions (Unreal-style, accepted by all engines)

TypePatternExample
Static meshSM_<Name>[_LOD#]SM_Crate_LOD1
Skeletal mesh / rigSK_<Name> / RIG_<Name> (armature object Armature or root)SK_Hero
MaterialM_<Name> / instance MI_<Name>M_Wood_Oak
TextureT_<Name>_<Suffix>: _BC base color, _N normal, _ORM (R=AO G=Rough B=Metal), _E emissive, _M maskT_Crate_ORM
CollisionUE UCX_<Mesh>_##, Godot suffix -col/-colonly/-convcolonlyUCX_SM_Crate_00
Bones/sides.L/.R suffix (Blender mirror tools depend on it)upper_arm.L
Actions<Rig>_<Clip>Hero_Run
Use ASCII only, no spaces, and PascalCase or snake_case consistently across the project.

Real-world scale reference (meters)

Door 2.0–2.1 × 0.9 · ceiling 2.4–2.7 · table 0.75 · chair seat 0.45 · counter 0.9 · stair rise 0.18 / tread 0.28 · adult human 1.7–1.8 (eyes 1.6) · car 4.5 × 1.8 × 1.5. Roblox: 1 stud ≈ 0.28 m; default character ≈ 5 studs tall. Wrong scale breaks physics, lighting falloff, DOF and texel density, so check ob.dimensions first.

Linking, appending, overrides

  • Append (libraries.load(link=False)) makes a local copy. Use it for one-off reuse.
  • Link (link=True) is read-only, updates from the source and is what pipelines use. To edit a linked collection, add a library override: ob.override_hierarchy_create(scene, view_layer, do_fully_editable=False). Only overridable properties (transforms, pose, and anything marked overridable) can change.
  • Keep library paths relative (//). Check bpy.data.libraries for broken paths.

Asset libraries

  • Mark: ob.asset_mark(); ob.asset_generate_preview(). Metadata goes in ob.asset_data (author, description, license, tags.new("wood"), catalog_id).
  • Catalogs live in blender_assets.cats.txt at the library root, one line per catalog: UUID:Path/Sub:Simple Name.
  • Register a library with prefs.filepaths.asset_libraries.new(name=..., directory=...). 5.2+: remote libraries via use_remote_url + remote_url. In 5.2 active_asset_library indices are offset by 2 ("All", "Essentials").
  • Import method per library: LINK, APPEND, APPEND_REUSE (default; reuses already-appended data).

Hygiene rules

  • Purge orphans before shipping (bpy.data.orphans_purge(do_recursive=True)). Use fake users only on purpose.
  • Image paths: relative (file.make_paths_relative), or pack for single-file delivery (file.pack_all).
  • Never ship multi-user mesh data that has an unapplied per-object scale. Instances are fine, but bake scale before export.
  • Hide helpers with hide_render=True and exclude them from export collections; viewport hiding alone isn't enough.
  • One active scene per file for delivery. Extra scenes confuse exporters (use_active_scene).

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Write Blender 5.2 add-ons as extensions - blender_manifest.toml, operators/panels/menus/property groups/preferences, bpy.props rules after 5.0, undo/redo, modal and timer patterns, gpu drawing (no bgl), bundling Python wheels, CLI validate/build/install, testing headless, extensions platform publishing. Use when creating or fixing a Blender add-on, tool, or UI.

The English summary is being prepared. Showing the original description.

EL4CTEO/blender-skills456Updated Oct 20, 2026

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops, NLA clips, pose library, mocap/BVH retargeting via constraints, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

The English summary is being prepared. Showing the original description.

EL4CTEO/blender-skills456Updated Oct 20, 2026

Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting (coplanar overlaps), floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.

The English summary is being prepared. Showing the original description.

EL4CTEO/blender-skills456Updated Oct 20, 2026

Character rigging in Blender 5.2 - Rigify metarig fit/generate, bone naming/roll/collections, DEF/MCH/control layers, IK/FK, robust skinning (heat + proxy fallback), weight-painting rules, correctives, engine game skeletons (Unity, Unreal, Roblox R15), rig validation and deformation stress tests. Use for armature, skinning or weights tasks.

The English summary is being prepared. Showing the original description.

EL4CTEO/blender-skills456Updated Oct 20, 2026

Foundation for any Blender 5.2+ task an agent drives - running bpy via MCP (live) or headless CLI, context overrides, locale-safe node lookup, enum discovery, 5.x API changes, verification. Use first for any Blender, bpy, .blend or 3D-asset request; routes to the specialized blender-* skills.

The English summary is being prepared. Showing the original description.

EL4CTEO/blender-skills456Updated Oct 20, 2026

Export from Blender 5.2 with verified presets - Roblox (FBX/glTF, cages, R15, SurfaceAppearance), Unity (FBX, Humanoid), Unreal (FBX skeletal, Nanite, UCX), Godot/web (GLB, meshopt/Draco, WebP), USD. Scale/axes, smoothing, tangents, leaf bones, clips, batch export, post-export verification. Use whenever an asset leaves Blender.

The English summary is being prepared. Showing the original description.

EL4CTEO/blender-skills456Updated Oct 20, 2026

See all skills by EL4CTEO

Report a problem with this skill