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
- Live GUI Blender (user's session over the MCP bridge), for anything interactive: real
sculpt/paint brushes, weight painting, viewport screenshots. One 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 -- args,
for renders, audits, batch ops, anything when no bridge is up. Use --factory-startup so the
user's add-ons and preferences stay out of the run (an add-on can call the network or change
defaults); the Scenario Blender Plugin's headless server,
blender --background scene.blend --command scenario_blender, is the exception because it needs
the extension loaded. 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).
Live channel: the Scenario Blender Plugin. When the user's Blender runs the Scenario Blender
Plugin, its local MCP server scenario-blender is the bridge. Setup, quotes, generation and placing
results are the scenario-blender skill's work; this section covers the bpy side (guide at
blender.scenario.com). Its tool names differ from other Blender MCP
servers: there is no execute_blender_code, get_scene_info, get_viewport_screenshot or
import_asset.
| Step | Plugin tool and main arguments |
|---|
| Read the scene before acting | scene_summary, then object_detail with name for one object and datablocks_summary for counts |
| Check an API before scripting | blender_api_help with path, such as bpy.types.BevelModifier |
| Run bpy | execute_python with code; bpy and result = {} are preloaded, so fill result |
| Look | screenshot_viewport (viewport with overlays), render_still with source (CAMERA or VIEWPORT), width and height; both need the GUI |
| Select, move the timeline | select_objects with names (a list), set_frame with frame |
Read each tool's input schema from the server before its first call: it is the reference for
optional arguments.
execute_python stays off until the user enables Allow connected agents to run Python in the
plugin preferences. A PermissionError means ask for it or stay on the specific tools. A refused
spelling (quit, factory reset, file deletion) changed nothing: rewrite the call.
- Budget every call: the plugin stops a call after 120 s and some agent clients stop waiting after
60 s. Make one logical change per call, so one Undo reverts it, and send bakes, QuadriFlow on
dense meshes, turntables, playblasts and final renders to a headless Blender working on a saved
copy.
- A timed-out call has an unknown outcome: read the scene again before retrying, never resend it
blindly.
- The plugin's tools never save the user's own file. The live channel's stage backup
(
save_as_mainfile(..., copy=True) through execute_python) writes a separate file and leaves
the open file and its unsaved state alone: it is also the saved copy that headless work starts
from. Ask the user to save their own file at milestones; with no one to ask, keep working from the
copies and say in the report that the open file is still unsaved.
Check bpy.app.version first; this skill set targets 5.2 LTS, while the Scenario Blender Plugin
also runs on 5.0 and 5.1 (scene_summary reports the version), so check the version timeline in the
deltas before using a recent API. 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):
| Action | Headless | GUI session |
|---|
| Voxel remesh, QuadriFlow, multires subdivide, modifiers, bmesh, UV ops with edit-mode context, Cycles/EEVEE/Workbench renders, baking | yes | yes |
bpy.ops.brush.asset_activate, dyntopo toggle | yes | yes |
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_filter | CRASHES Blender | yes, via bx_gui.run() |
| Programmatic sculpting on mesh data | yes, scenario-blender-sculpting/scripts/bx_sculpt.py | yes |
2. The expert loop (every domain)
- 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.
- Plan the stages the domain skill defines. Never start with detail.
- Build one stage with the smallest scripts that do it.
- 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. Every image read stays in the agent's context: for quick looks
use render_still at about 768 px wide or screenshot_viewport, and keep review sheets near
1600 px (res=400 for four views and three modes). Judge with the domain's
references/critique.md.
- Fix before advancing. A problem found at blockout costs one script; found after texturing it
costs the stage.
- Deliver with evidence: run the delivery gate (
bx_audit.deliverable, below) on the parts of
the asset before any export or handoff and fix every error. Then report final renders, gate and
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 / brief | Skill chain | Deliverable |
|---|
| Character artist, stylized or realistic | scenario-blender-sculpting, scenario-blender-retopology, scenario-blender-uv-baking, scenario-blender-texturing-shading, scenario-blender-hair | sculpt, animation-ready low poly, UVs, baked maps, materials |
| AI-mesh finisher (Scenario 3D output to production) | gate the generated asset, scenario-blender-retopology (or cleanup + remesh), scenario-blender-uv-baking (bake FROM the generated high), scenario-blender-texturing-shading; generation itself: scenario-3d | clean, UV'd, baked asset at a stated budget |
| Game asset artist | scenario-blender-hard-surface or scenario-blender-sculpting, scenario-blender-retopology (game budget), scenario-blender-uv-baking, scenario-blender-texturing-shading, scenario-blender-export | low poly + PBR set, exported glTF/FBX |
| Rigger / character TD | scenario-blender-rigging | rig with controls, weights, deformation tests |
| Animator | scenario-blender-previs-storyboard (shot planning), scenario-blender-animation | blocked, splined, polished shot + playblast |
| Story / previs artist | scenario-blender-previs-storyboard, scenario-blender-grease-pencil | shots, cameras, animatic |
| Look-dev and lighting artist | scenario-blender-texturing-shading, scenario-blender-lighting-rendering | lit, color-managed, composited renders |
| Technical artist / procedural | scenario-blender-geometry-nodes | node-group assets, procedural systems |
| 2D / 2.5D animator | scenario-blender-grease-pencil | GP animation |
Related skills outside this set: scenario-3d (generate meshes to finish here), scenario-textures (AI
textures).
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_audit.deliverable(objs, profile="game"): the delivery gate. audit grades topology; this
grades what an engine, renderer or slicer receives, across the parts of ONE asset:
- errors in every profile: floating parts and fragments, closed parts inside out, negative scale;
z-fighting between parts everywhere but
print;
- by profile (
game, render, print, roblox): unapplied scale, faces pointing into a part
(an error from 0.1% of its surface, a warning below except for print), duplicate faces, no UV
map under an image texture, open borders for print and roblox, any gap between parts for
print, the Roblox 20,000-triangle mesh limit (checked 2026-10-18).
- Returns
{pass, errors, warnings, per_object}. Tolerances scale with the asset's diagonal.
UV-seam splits from a glTF import are welded for the checks, so seams never read as holes.
- Gate separate props one by one: every prop but the largest reads as floating.
- CLI, exit code 2 on failure:
blender -b --factory-startup --python-exit-code 1 -P bx_audit.py -- --deliverable [--import model.glb | --objects A B] --profile game [--json out.json].
- Fixes: apply scale (
obj.data.transform(Matrix.Diagonal(obj.scale).to_4x4()), then
obj.scale = (1, 1, 1); a scale the message puts on a parent: select the parent and its
children, bpy.ops.object.transform_apply(scale=True)), bmesh.ops.recalc_face_normals for
inside-out parts, bmesh.ops.reverse_faces for faces pointing inward
(per_object[name]["inward_faces_at"]), delete or offset the hidden face of a z-fighting pair,
join or move floating parts, delete fragments.
- Engines cull back faces: to see what they draw, render Workbench with
scene.display.shading.show_backface_culling = True and compare with it off.
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(out_path, res_pct=50);
turntable(obj, out_path, frames=72, res=720). Only review has a command line: call the others
from a short wrapper script.
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.
Replace <this skill> with the absolute path of the installed skill folder: Blender's Python does
not share the agent's working directory, and over a live bridge the code runs inside the user's
Blender. Check the path in the first call (result["ok"] = os.path.isdir(path)) and
importlib.reload a module after the skill updates.
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).