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scenario-blender-expert

Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would.

インストール方法を見る

含まれるファイル(6)

  • SKILL.md12.5 KB
  • references/blender-5.2-deltas.md115.8 KB
  • references/bpy-reliability.md24.1 KB
  • scripts/bx_audit.py9.6 KB
  • scripts/bx_gui.py8.7 KB
  • scripts/bx_review.py14.6 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Blender expert (router and agent protocol)

Expert-level Blender work is a loop, not a script: build big to small, and at every stage turn the model, measure it and fix it before adding detail. This skill is the protocol every Blender task follows and the map to the domain skills distilled from Blender Studio artists, Blender Conference talks and top instructors (sources in each skill). 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.

1. Execution channel

ChannelUse forRules
Live GUI Blender (user's session over the MCP bridge)anything interactive: real sculpt/paint brushes, weight painting, viewport screenshotsOne short, idempotent script per call returning a compact result dict. Get-or-create by name. Never touch objects you did not create. Save a stage backup bpy.ops.wm.save_as_mainfile(filepath=..., copy=True) after each stage.
Headless helper blender -b [file] --factory-startup --python-exit-code 1 -P x.py -- argsrenders, audits, batch ops, anything when no bridge is upAlways --factory-startup: without it the user's add-ons load (on this machine one of them makes network API calls). Without --python-exit-code a failing script still exits 0. Print a final machine-readable result line.

Never open your own GUI Blender window to test things on the user's machine: windows steal focus and pile up. Live work goes through the user's already-running Blender; everything else runs headless, one Blender process at a time per agent (other sessions may be rendering on the same machine).

Check bpy.app.version first; this skill set targets 5.2 LTS. Many tutorials the experts recorded use 2.8x to 4.2 UI: read references/blender-5.2-deltas.md before trusting any remembered operator, brush name or API.

Verified capability matrix (Blender 5.2.1):

ActionHeadlessGUI session
Voxel remesh, QuadriFlow, multires subdivide, modifiers, bmesh, UV ops with edit-mode context, Cycles/EEVEE/Workbench renders, bakingyesyes
bpy.ops.brush.asset_activate, dyntopo toggleyesyes
Brush strokes (sculpt.brush_stroke, paint.image_paint, paint.weight_paint)no (poll fails)yes, via scripts/bx_gui.py
paint.mask_flood_fill, sculpt.mesh_filterCRASHES Blenderyes, via bx_gui.run()
Programmatic sculpting on mesh datayes, scenario-blender-sculpting/scripts/bx_sculpt.pyyes

2. The expert loop (every domain)

  1. Establish the brief in numbers: purpose (film, game engine, still, animation), budgets (tris, texture size, frame range), style (stylized or realistic), references. When the brief is silent, choose a documented default from the domain skill and write it down.
  2. Plan the stages the domain skill defines. Never start with detail.
  3. Build one stage with the smallest scripts that do it.
  4. Gate the stage: run the measurable checks (scripts/bx_audit.py for meshes, the domain's own checks) AND render a review sheet (scripts/bx_review.py: silhouette, matcap, wire from front/side/three-quarter/low) and open it with the image reader. Experts orbit constantly; the review sheet is the agent's orbit. Judge with the domain's references/critique.md.
  5. Fix before advancing. A problem found at blockout costs one script; found after texturing it costs the stage.
  6. Deliver with evidence: final renders, audit numbers, and what was not verified.

Never report a model, rig, animation or render as done without having looked at a render of it.

3. Persona pipelines

Persona / briefSkill chainDeliverable
Character artist, stylized or realisticscenario-blender-sculpting, scenario-blender-retopology, scenario-blender-uv-baking, scenario-blender-texturing-shading, scenario-blender-hairsculpt, animation-ready low poly, UVs, baked maps, materials
AI-mesh finisher (Scenario 3D output to production)audit the generated mesh, scenario-blender-retopology (or cleanup + remesh), scenario-blender-uv-baking (bake FROM the generated high), scenario-blender-texturing-shading; generation itself: scenario-3dclean, UV'd, baked asset at a stated budget
Game asset artistscenario-blender-hard-surface or scenario-blender-sculpting, scenario-blender-retopology (game budget), scenario-blender-uv-baking, scenario-blender-texturing-shadinglow poly + PBR set, exported glTF/FBX
Rigger / character TDscenario-blender-riggingrig with controls, weights, deformation tests
Animatorscenario-blender-previs-storyboard (shot planning), scenario-blender-animationblocked, splined, polished shot + playblast
Story / previs artistscenario-blender-previs-storyboard, scenario-blender-grease-pencilshots, cameras, animatic
Look-dev and lighting artistscenario-blender-texturing-shading, scenario-blender-lighting-renderinglit, color-managed, composited renders
Technical artist / proceduralscenario-blender-geometry-nodesnode-group assets, procedural systems
2D / 2.5D animatorscenario-blender-grease-pencilGP animation

Related skills outside this set: scenario-3d (generate meshes to finish here), scenario-textures (AI textures), text-image-to-blender-blockout (camera-locked blockouts for render-to-real video).

4. Shared toolkit (scripts/, all tested on 5.2.1)

  • bx_audit.py: audit(obj, high=None) returns quads %, n-gons, poles (valence 3 / 5+ / 6+), non-manifold, loose, duplicates, flipped faces, self-intersections, boundary loops, symmetry %, edge-length CV, and fidelity to a high poly; verdict(report) lists problems. CLI: blender -b f.blend --python bx_audit.py -- --object Name [--high Sculpt] [--json out.json].
  • bx_review.py: review(objs, out_dir, views, modes) writes one contact sheet (rows = modes, cols = views) in a temporary scene, user settings untouched; playblast(path); turntable(obj, path).
  • bx_gui.py: real brushes in a live session: set_view, activate_brush(mode, name), stroke(mode, world_points, size, strength), run(op, **kw), set_paint_color, screenshot.

Import pattern: import sys; sys.path.append("<this skill>/scripts"); import bx_audit, bx_review.

5. Version traps that break most remembered code

  • Brushes are assets (4.3): bpy.ops.brush.asset_activate(asset_library_type='ESSENTIALS', asset_library_identifier="", relative_asset_identifier="brushes/essentials_brushes-mesh_sculpt.blend/Brush/Clay Strips"); brush size is a diameter (5.0); Flatten/Fill/Scrape merged into the Plane type.
  • Auto Smooth removed (4.1): mesh.shade_smooth() / Smooth by Angle modifier; voxel remesh output is flat-shaded until you call shade_smooth().
  • Principled BSDF v2 (4.0): address sockets by name; Emission strength defaults to 0.
  • BLENDER_EEVEE is the EEVEE Next identifier in 5.x (BLENDER_EEVEE_NEXT fails).
  • Compositor is a node group (5.0): scene.compositing_node_group, not scene.node_tree.
  • Video output: set image_settings.media_type = 'VIDEO' before file_format = 'FFMPEG' (5.0).
  • Slotted actions (4.4), action.fcurves removed (5.0): use bpy_extras.anim_utils.action_get_channelbag_for_slot(action, slot).
  • Bone collections replace armature layers (4.0); Grease Pencil v3 is GREASEPENCIL with bpy.ops.grease_pencil.* (4.3).
  • Positional context dicts for operators are gone: with bpy.context.temp_override(...).
  • obj.matrix_world is stale right after setting location/scale until view_layer.update().

References

  • references/bpy-reliability.md: checklist and tested procedures for reliable bpy (operators vs data API, stale references, evaluated vs original data, idempotent headless jobs, numpy bulk access, node trees, persistence). Load before writing any non-trivial script.
  • references/blender-5.2-deltas.md: full, cited list of what changed from 2.8x to 5.2 per domain (load before writing code from memory or following an old tutorial).

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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概要と使いどころ

Handle review comments received on GitHub for the current branch's PR or a given PR number or URL, by triaging each unresolved thread, fixing what is warranted, pushing, and replying in each thread, when asked to address, fix or answer PR comments. Works in any Scenario repository.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

scenario

無料

Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating navigable 3D worlds or Gaussian splat scenes on Scenario via MCP: text-to-world, image-to-world, a 360 panorama or skybox turned into a walkable splat, multi-view photos or a video walkthrough reconstructed as a splat, or one object photo to splat. Keywords: World Labs Marble 1.1, 1.1 Plus, 1.0 Draft, Hunyuan World, HY World, image-to-skybox, skybox-to-splat, multiview-to-splat, TripoSplat, gaussian splatting, 3DGS, spz, world generation, explorable scene, VR.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

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