Blender blockout for a render-to-real video pass
The blockout is the guide clip: the video model copies the camera path, framing, lens feel, easing,
cut points, shot lengths, the position and scale of every mass, figure facing and every trajectory,
and it invents the rest from text and images (materials, light, weather, what each proxy really is,
faces, wardrobe, extras, sound). So the blockout has full authority over motion and layout and none
over look. Ambiguity ruins the pass; crudeness does not: a bent lamppost comes back as a snake,
loose limb blocks as extra people, an unmarked car driving backward. Fix identity in geometry first,
in prompt text second, and judge the result on a synced side-by-side of playblast and video, never
in the viewport alone. If a sibling skill named here is missing from your available skills, ask the
user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from
tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Video generation: scenario-blender (the plugin's quote, generate and place flow), the scenario
skill (connection, uploads, jobs) and scenario-seedance (reference-video fields).
Toolkit: scripts/bx_blockout.py:
import sys; sys.path.insert(0, "<this skill>/scripts"); [sys.modules.pop(m, None) for m in ("bx_blockout", "bx_kits")]; import bx_blockout as B,
where <this skill> is the installed folder's absolute path. The pop drops a copy an earlier run
left in Blender's one Python. Builders are get-or-create by name, so a call can run again, and they
refuse a name the user's own work already holds (names are global to the file). An empty audit
result is a pass. The module docstring shows the call order.
scripts/bx_kits.py (import bx_kits as K, same rules) adds buildings,
stalls, trees, lamps, rocks and vehicles at three fidelity tiers, figures that step or glide,
crowds, traffic, color schemes and K.audit_budget. Four worked scenes, simple to expert, with
render-pass results: examples (harness,
1, 2,
3, 4).
Which skill. This one: guides for a video model. Story previs and animatics judged by a director
and an editor: scenario-blender-previs-storyboard; an approved animatic that must guide a video
model is rebuilt here.
1. Restate the brief as a build plan
Before any call, write down:
- Elements and their primitive: "bus = long box with a marked front", "figures = connected box
proxies". Never model past what the brief names.
- Dimensions in meters for everything; when the brief is silent, take them from
the contract tables and say so.
- Format: integer fps, aspect, seconds. The range is 1 to fps x seconds (8 s at 24 fps: 1..192).
- Shots: count, move, lens, framing invariants ("hero always in frame, full figure"), cut style;
beats pinned to seconds, converted to frames now.
- Levels: density (simple, medium, advanced, expert: footprint, elements, heroes, extras,
shots), fidelity (rough, shaped, detailed) and color scheme, read off the brief and set apart:
levels. Where the brief is silent (naming only heroes and shots is
silent): advanced, shaped, category colors, and say so; drop to simple or medium only for one
actor in one place. Expert means many elements, movers and cuts, never finer blocks.
- Video model, now: figure fidelity and prompt grammar depend on it (
list_models on the plugin
lane, recommend on the hosted route).
- Identity colors: hero red, then blue, green, yellow, purple, cyan.
- Deliberate gaps the video model fills, and acceptance tests the brief states: they become
mandatory audits.
Decide what the brief leaves open and record the decision; do not stop to ask. Spending is the
exception: Scenario prices are shown and approved by the user (section 3). With a reference image:
list its masses, block them at plausible scale, match camera height and lens, render_still from
the camera, compare, adjust until the composition matches, and only then animate.
2. Output contract
Four deliverables: the scene, a locked camera timeline, the playblast, the hand-off sheet.
- Scene hygiene. Role prefixes (
ENV_, FIG_, PRP_, CAM_, CRV_, RIG_, NULL_target_,
full table in the contract), one root collection with role sub-collections. Park the default Cube,
Light and Camera with B.park, never delete. If the file holds other work, build in a new scene
(B.make_scene) and touch nothing existing; every object must trace to one of your stages.
- Scale. Meters, Z up, ground at z = 0, figure roots at the feet. The model keeps every mass
where it is at its size, mistakes included. Nothing familiar for scale: add a
REF_ figure.
- Color separates masses and names identities. One saturated color per hero (
B.PALETTE, hero
red), the set in one K.scheme (category hues by default, identity grays, or material colors),
extras in mid grays, one light, a dark world. B.paint and the kits set object color and
materials; a kit carries several colors, so Solid view needs color type Material
(B.solid_view()'s default and the playblast's). An all-gray playblast has lost identity. Recolor
a kit through its arguments: its materials are shared per color. Grid or checker texture only
where the camera travels and depth must read, declared "replace, never inherit" in the sheet.
- Timeline.
B.lock_format before any geometry: integer fps, frames 1 to fps x seconds,
1920x1080 (2520x1080 for 21:9) at 100 %. One camera per shot, bound to a CUT_ marker on its
first frame (B.bind_cuts), hard cuts, zero transition frames.
- Camera rigs. Rail:
B.rail_camera (curve, dolly on Follow Path, aim with Track To, camera).
Handheld tracking, straight push-in and multi-shot masters: recipes in the contract. Reframe by
moving the aim target, never by rotating the camera.
- Lens. One lens per shot from shot size (
B.lens_for_coverage; 28 mm orbits, 42 to 45 mm
over-the-shoulder, 24 to 30 mm interiors, 85 mm macro), clip_start 0.05. A cut changes lens only
by changing camera: never key a lens step on a cut frame. A lens may ease inside a shot (a
deliberate zoom), never jump.
- Easing. Bezier keys with auto-clamped handles (
B.smooth_keys); speed is key spacing on the
rail (B.key_rail), a pause is two near-equal values. LINEAR only for per-frame baked travel
(vehicles, wheels). Keys run past every cut so nothing stops on the boundary.
- Handheld is NOISE F-curve modifiers, never keyed jitter. Measure the result with
B.audit_handheld against the budget in the contract; animation_data_clear() removes the
modifiers, so re-add them after rekeying.
3. Channel: the Scenario Blender Plugin
The live channel is the plugin's local Scenario MCP server, scenario-blender (the guide at
blender.scenario.com calls the plugin Scenario for Blender). Tool
table, call limits and recovery after a timeout: plugin. The two that bite
first: execute_python stays off until the user enables Allow connected agents to run Python (a
PermissionError means ask), and a call stops after 120 s, so send one stage piece per call and run
B.stage_backup(label) after each stage.
Where the plugin's own tools fit.
- Blockout (
estimate_blockout with action DESIGN or REFINE, approve_blockout with
quote_id and the user-approved approved_cost): the Scenario LLM turns the description, Type
and Scale the user typed in the Blockout panel into a plan of category-colored primitives, and the
user's Build plan button builds the Blockout collection (no tool builds geometry). It fits
Stage 2 for a generic set the user is willing to pay for. It makes no figures, facing, cameras,
timeline or identity colors; its category colors are muted (vehicles read pale red, so repaint
them neutral or in their identity color). A rebuild replaces the collection and drops manual
edits, and objects added to it block rebuilds: build everything else in your own collections.
After a failure or restart, recover the paid plan (list_local_jobs, prepare_blockout_plan,
blockout_plan_status, apply_blockout_plan after the user approves) instead of paying again.
camera_path (preset such as orbit, push_in or crane, or waypoints; duration,
focal, aim_at_subject): keys one Scenario Shot Camera around a static center (the selection
or the scene), sets it as scene camera, resets the frame range to its duration and turns the
preview range off. It fits a single shot of a static set. It cannot follow a moving subject or
bind cuts, so tracking, rails and multi-shot sequences use B.rail_camera. After it, run
B.lock_format and the audits again.
- Render Video (
render_form, estimate_cost, generate): the video pass inside Blender,
section 6.
4. Build order
Back up after every stage; a reset is recovered from the last backup
(contract). Every execute_python call starts with
B.guard(expected_file=..., scene=...): queued calls land in whatever file is open.
- Probe, read-only:
scene_summary, datablocks_summary. Other work present: new scene.
- Format and scaffolding:
B.make_scene, B.lock_format, B.collection tree, B.park, dark
world.
- Set: kits at the chosen fidelity (
K.building, K.stall, K.tree) or thick boxes (B.box)
at true scale, repeats as linked duplicates (K.instance). Or the plugin Blockout for a generic
set.
- Figures:
K.figure per hero, root at the feet, facing marked: shaped (jointed) for a
3D-to-video model, a rough capsule for a Seedance hero (levels). Travel
with K.walk_path from a table of (frame, position); extras with K.crowd.
- Props and vehicles: literal primitives at true position. Mark a vehicle's front in geometry
(light blocks and grille in front, dark red at the rear); wheels at z = radius, separate with one
spin channel only when a close shot reads rotation (kit wheels are body mesh). No loose blocks
near a figure.
- Light: one area light; named key, fill, rim only when the brief designs light.
- Cameras: rigs and lenses per shot,
B.bind_cuts.
- Motion polish:
B.key_rail and B.smooth_keys, keys past cuts, handheld, vehicle travel as
one monotone curve keyed per frame.
- Audit (section 5) until clean. When set dressing hides the hero, move the blockers and keep
the camera plan.
- Finalize: frame 1, shot 1's camera,
B.audit_frames, B.state_audit, final backup, then
playblast and hand-off sheet.
5. Audits: numbers judge, then look
| Check | Helper |
|---|
| Frame math and resolution | B.audit_frames(seconds, fps) |
| Markers bound, switches, lens, jumps | B.audit_cuts() (same_lens_across_cuts=True when the brief wants one lens) |
| Subjects in frame per shot | B.audit_framing({"CAM_s1": ["FIG_red"]}, whole=True) for full figures |
| Head never hidden | B.audit_occlusion("FIG_red") |
| Too close, outside the legal volume | B.audit_distance(subject, volume=...) (full-figure shots only) |
| Interpenetration | B.audit_intersections(names) |
| Feet and wheels on the ground | B.audit_ground(names) |
| Handheld amplitude | B.audit_handheld("CAM_s1") |
| Census before hand-off | B.state_audit() |
Audit each shot's own subject (the wheel for a macro, the hand for an insert). Then look:
set_frame and render_still at the first, middle and last frame of every shot, and check what
numbers miss: a vehicle's front, connected figures, rigid props without organic curves, nothing
stray at frame edges, an ending as locked as the opening. Thresholds and readings:
audits. An audit samples every step frames; on a long shot raise step to
stay under the call limit.
6. Playblast, hand-off sheet, video pass
Playblast. Headless, on the latest B.stage_backup copy, with scenario-blender-expert's
bx_review.playblast(out_path, res_pct=100): an H.264 MP4 of the scene camera over the frame range
in Workbench, cuts following the bound markers. Use the session's binary (bpy.app.binary_path): an
older blender on PATH refuses the file. With no shell, the same call through execute_python
blocks Blender while it renders: keep it to short clips, and after a timeout look for the file
before running it again. Add camera stills at each shot's start, middle and end.
Hand-off sheet, built from the scene (template): color legend tied to
reference images, the cut list from B.cut_list() with exact times, which entities are blocked and
which exist only in words, every artifact with its timecode, each motion state in words ("creeps",
"stands still"), and tie-break clauses ("if text and video disagree about motion, the video wins").
Video pass, always through Scenario, after the user approves the exact price. Unattended, stop
at the quote (estimate_cost or dry_run), report it, and skip local uploads that need the user's
file choice:
- Plugin, Render Video lane:
B.solid_view() so the camera viewport shows identity colors,
force_solid false (it turns everything one gray), a timeline length the model accepts.
list_models with lane render_video, model_schema, render_form configure (model_id,
look, capture_source CAMERA, and parameters {"duration": <clip seconds>} when the schema
has one, since match_timeline does not set it here up to 0.11.0). Then prepare with role
scene, inspect until ready_to_estimate, estimate_cost and generate with that lane and no
parameters, wait_for_job re-called while delivery_active, then prepare_result_application
and apply_result_application to bring the clip in. The capture is a silent 1280x720 clip with
overlays hidden.
- Hosted Scenario MCP, for the full-resolution playblast: upload the playblast as the
scenario
skill shows, discover a model that takes a reference video, model_schema_get, model_run with
dry_run first, jobs_wait, asset_download.
Write the prompt motion-first: the clip is rehearsal footage, the cast is described by role and
motion, never by the proxies' shapes, and style comes from a four-panel style board rather than one
restyled frame. On the plugin lane the plugin states the clip's and images' roles itself, so look
holds only cast and style. Grammar, clauses and tested limits: handoff.
Worked example
Brief: "10 s, 24 fps: a red runner sprints between crate rows toward camera in a warehouse; a blue
guard steps out at second 6; handheld 35 mm backing away."
scene_summary {"fields": ["type"], "limit": 100}: the file holds other work, so build beside
it.
execute_python: B.make_scene("BLK_warehouse"); next call B.guard(scene="BLK_warehouse"),
B.lock_format(24, 10) (1..240), collections, backup.
- Floor 34 x 20 m, 7 m walls, two rows of 1.2 m crates with
B.box; backup.
B.proxy_figure("red", 1.8, (0, 15, 0), facing_deg=0), root keyed to (0, 1, 0) by frame 200; the
blue guard steps into the aisle over frames 144 to 156; backup.
B.rail_camera("s1", [(0, 3, 1.5), (0, -1, 1.5), (0, -4, 1.5)], follow="FIG_red", target_offset=(0, 0, 1.2), lens=35),
B.key_rail("RIG_dolly_s1", [(1, 0), (260, 1)]), B.bind_cuts([(1, "CAM_s1")]), handheld noise
within budget.
B.audit_frames(10, 24), B.audit_cuts(),
B.audit_framing({"CAM_s1": ["FIG_red", "FIG_blue"]}, whole=True),
B.audit_occlusion("FIG_red"), B.audit_handheld("CAM_s1"); move crates until clean.
set_frame 1, 120, 240 with render_still each, and look. Backup, headless playblast,
B.cut_list() into the sheet.
Common mistakes and downstream misreads
- Identity not in geometry: a floating head or slab arms; loose blocks near a figure read as
extra people; a car with no marked front driven in reverse; an occupant behind an opaque cabin
vanishes (give the cabin alpha).
- Camera grammar: a key on the cut frame freezes motion there; an overhead orbit read as a cut;
seats mirrored on a reverse camera; invented reverse shots in dialogue; drift in the last seconds.
- Ambiguous motion: slow proxy motion reads as either rolling or still; the sheet decides.
- Fragile detail: sub-pixel parts change identity between restyles; a style that implies text
invents gibberish lettering.
- Opening-frame fiction: "starts at the door" needs a doorway behind frame 1; high shots over
flat ground read flat.
- State drift: render probes that leave resolution or file path changed; pre-existing objects
adopted as your own; Blender 5 slotted actions hiding F-curves (use
B.fcurves).