跳到正文
cccskills
免费在 GitHub 公开

blender-scene-design

Define production-ready visual intent for Blender scenes and standalone assets, including focal hierarchy, depth layers, visual flow, scale and repetition rhythm, camera mobility, representation fidelity, and performance budgets. Use for original or reference-guided Blender work before construction choices are executed, especially environments, architecture, products, hero assets, or scenes whose modeling quality depends on coordinated spatial design rather than isolated objects.

中文简介正在准备中。当前显示原文说明。

集成工具Blender

实测评分 未实测

查看安装方法

包含的文件(4)

  • SKILL.md3.5 KB
  • agents/openai.yaml245 B
  • references/design-intent-contract.md4.2 KB
  • references/portal-scene-case.md2.4 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Blender Scene Design

Define what the scene or asset must communicate before specialists decide how to build it.

Authority Boundary

  • Own design intent only: focal hierarchy, depth, flow, rhythm, representation, and performance.
  • Read reference evidence from blender-reference-reconstruction; do not reinterpret observations as facts.
  • Write design fields in production_analysis.json; do not create another design artifact.
  • Do not select Boolean, Array, Geometry Nodes, simulation, topology, or material implementations.
  • Do not mutate Blender, advance stage_state.json, score a gate, restart analysis, or request deletion.
  • Send a local design repair request to the Router when an implementation contradicts accepted intent.

The Router remains the only route, stage, retry-budget, rollback, and pause authority. Read ../blender-production-router/references/production-protocol.md before contributing to a task.

Design Pass

Write the smallest useful decision set:

  1. State a one-sentence visual thesis and the primary deliverable.
  2. Rank the primary focus, secondary focus, support masses, background, and intentional negative space.
  3. Divide the scene into foreground, midground, and background; for one asset, use silhouette, structural, transition, functional, and micro-detail layers.
  4. Map leading lines, occlusion sequence, entry/exit paths, scale rhythm, repetition rhythm, and density changes. Describe relationships, not merely object lists.
  5. Declare camera mobility: fixed, bounded move, turntable, free inspection, or animation path.
  6. Allocate representation by silhouette, shadow, contact, occlusion, deformation, distance, and camera mobility. Use real geometry where those properties matter; use instances, shaders, normals, or distant simplification where they do not.
  7. Set object, instance, geometry, texture, simulation, and render budgets at a task-appropriate level.
  8. Map visible failure symptoms to local design repairs without changing the route or restarting analysis.

For detailed fields and examples, read design-intent-contract.md. Read portal-scene-case.md only when a layered environment, forced perspective, repeated hero asset, water path, terrain, or vegetation distribution is relevant.

Output Contract

Populate these existing production_analysis.json fields:

  • design_intent
  • focal_hierarchy
  • depth_layers
  • visual_flow
  • camera_mobility
  • representation_budget
  • performance_budget
  • failure_repair_policy

Use explicit uncertainty and assumptions. Do not invent a reference observation or camera fact. Original scenes can define intent directly; they do not need a fabricated reference-analysis pass.

Review Rule

Review design at minimum analysis and once after reversible Blockout. The Router's two-review analysis budget includes both reviews. Later visible failures return to the earliest local design field that caused them; they do not reopen the complete design pass.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Plan, build, place, and validate physically meaningful Blender object assemblies, including manufactured part boundaries, mechanical seams, mounting interfaces, pivots, hierarchy, constraints, instancing, modular grids, connector planes, and precision snapping. Use when several objects must form one product, machine, architectural module, vehicle, furniture item, mechanism, or environment structure without incorrectly welding independent parts, eyeballing alignment, or leaving continuous shells as overlapping primitives.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2682026年8月15日 更新

Select, build, and validate Blender deformation and motion-control systems including Simple Deform, Curve, Lattice, Mesh Deform, Shrinkwrap, Surface Deform, Armature, shape keys, hooks, constraints, and drivers. Use when an object must bend, twist, taper, follow a path, conform to a surface, deform smoothly, articulate, or move through controlled mechanical relationships.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2682026年8月15日 更新

Build and refine production Blender geometry through semantic vertex/edge/face editing, BMesh, subdivision control cages, Boolean construction, Displace relief, remesh, sculpt preparation, retopology, and deliberate surface connections. Use after blockout for hard-surface, product, organic, architectural openings, terrain/relief, or reference-driven assets when shape quality, topology, continuity, or realistic part integration matters.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2682026年8月15日 更新

Build, inspect, audit, and refactor Blender Geometry Nodes systems for procedural models, instancing, modular effects, curves, scattering, flocks, data visualization, fields, simulation zones, and node-graph cleanup. Use whenever a Blender task specifically calls for Geometry Nodes, reusable procedural node graphs, node connections/layout, or a scalable procedural asset.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2682026年8月15日 更新

Audit Blender scenes and assets for topology, transforms, normals, surface continuity, classified connections, intersections, modifier/node intent, procedural performance, simulation stability, protected-scene changes, and fixed-view visual evidence. Use after every major modeling or simulation stage and before render, bake, export, or claims of completion.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2682026年8月15日 更新

Analyze reference-image illumination and build accountable Blender lighting from shadow direction, shadow length, softness, exposed faces, environment fill, bounce, practical sources, and material response. Use for reference matching, daylight, interiors, exterior environments, product scenes, atmospheric lighting, or any task where lights must be physically and visually justified instead of added as arbitrary fill or rim lights.

中文简介正在准备中。当前显示原文说明。

XliuXjianX/blender-production-skills2682026年8月15日 更新

查看 XliuXjianX 的全部技能

报告此技能的问题