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Claude Code skill plugin: drive Blender 5.x like a senior 3D artist via natural language. 10 chain-loadable skills (mode
A Claude Code skill plugin that lets Claude use Blender like a senior 3D artist via natural language.
Version: 1.3.0 (CHANGELOG) · adds a generic quality-refinement autoloop, closed-surface texture coverage gates, layered texture/HUD animation QA, and source-locked reconstruction workflows on top of the stable Blender 5.x workflow. The core has been validated end-to-end on Blender 5.1.1 across 6 scene classes (sword, bottle, chair, aviator, desk lamp, broadcaster avatar) plus wireframe-to-3d closure. Validation proof renders are committed in plugin/skills/text-to-blender/assets/ (failure-state renders included for honesty — no cherry-picking).
Quick links: Install · What works (honestly) · What doesn't · Architecture · Contributing · Releases
Thirty chain-loadable Claude Code skills that turn requests like "model a sword and render a hero shot with three-point lighting" into Blender Python executed via the Blender MCP.
User prompt
↓
Claude detects intent → loads text-to-blender (orchestrator)
↓
Orchestrator chain-loads relevant sub-skills
↓ ↓ ↓
modeling, materials, lighting, cameras, rendering, animation, export, wireframe-to-3d, pro-workflow, reference-to-3d, UV/atlas fitting, validation, fit repair, look calibration
↓
Generated Python → mcp__blender__execute_blender_code → Blender → output
The plugin is the actual installable thing. It lives at plugin/. Knowledge research that produced it lives at knowledge/ and docs/.
This release adds a generic self-refinement layer for cases where output quality is below expectation. Instead of blindly retrying, the stack now freezes the artifact, diagnoses the failure dimension, decides whether existing skills are sufficient, sanitizes the lesson into publishable generic guidance, validates the skill graph, and only then repairs the product.
quality-refinement-autoloop — a RALPH-style loop for subpar outputs, repeated failures, skill-gap diagnosis, sanitization, docs/version prep, and release handoff.closed-surface-uv-coverage — a hard gate for closed/extruded assets so front caps, back caps, and sidewalls each have real surface coverage rather than overlay-only detail.texture-state-animation, orbital-hud-motion, and animation-quality-gate for registered texture states, source-derived HUD motion, and contact-sheet QA.source-part-segmentation, texture-driven-mesh-fitting, landmark-fit-repair, and multiview-constraint-solver.blender-skill-harmonizer now routes rejected/subpar outputs through the quality-refinement autoloop before further artifact work.This release adds a generic, source-driven reconstruction layer on top of the existing natural-language Blender workflow. The important changes are:
blender-skill-harmonizer — a meta-orchestrator for multi-skill precedence, source-of-truth policy, handoff artifacts, and source-conflict gates.reference-to-3d — a source-locked reconstruction workflow for templates, reference sheets, texture packs, and orthographic views.reference-analysis-validator — source manifests, part-count gates, masks, overlays, IoU/SSIM/bbox/centroid validation, and fail-before-export checks.contour-to-mesh and orthographic-registration — silhouette-first mesh construction plus front/side/back/top coordinate contracts.blender-uv-texturing and atlas-uv-fitting — UV projection, atlas-region mapping, decals, lightmaps, and supplemental-map sanity checks.multiview-fit-loop and fit-repair-optimizer — render/compare/adjust loops and dependency-aware repair queues.reference-look-calibration — measurable source-image look matching for crop, brightness, saturation, hue, accent/glow, materials, lights, and render settings.mascot-logo-reconstruction — generic brand mascot/logo orchestration driven by reference_manifest.json, not hardcoded project assumptions.reference-look-calibration when exact visual match matters.| Capability | Status | Validation |
|---|---|---|
| End-to-end scene build from natural language | ✅ Works first-try on most common subjects | 6 validated scene classes: sword, bottle, chair, aviator, desk lamp, broadcaster avatar |
| Real-world dimension lookup | ✅ Reference covers 7 categories | swords, chairs, bottles, mugs, tables, lamps, eyewear, characters — references/common-object-dimensions.md |
| Multi-skill chaining | ✅ Validated | wireframe-to-3d → modeling → materials → lighting → camera → render → export |
| Blender 5.x compat | ✅ Live-validated on 5.1.1 | All known cross-version quirks have try/except or helpers |
| Blender 4.x compat | ⚠️ Compat code present, not directly tested | See plugin/skills/text-to-blender/references/blender-version-compat.md |
| Subject-class lighting (metal / glass / wood / fabric / skin / product) | ✅ Subject-aware profiles | Recipe 0a in blender-lighting/SKILL.md |
| Emission material + practical lighting | ✅ Lamp scene validated | Recipe 11b in blender-materials, Recipe 0c in blender-lighting |
| Volume-absorption coloured glass | ✅ 5 colour types tuned | Recipe 6b in blender-materials/SKILL.md |
| Trigger-eval description tuning | ✅ 200 starter queries shipped | Each skill has evals/evals.json; aggregate 100% TP / 4% FP |
| Wireframe-to-3d auto-extraction | ⚠️ Works for simple line-art; now has reference-locked correction handoff | Aviator validated; complex designed objects should use the reference-to-3d / contour / registration / validation stack |
| Reference-locked reconstruction | ✅ Workflow added | Source manifest, contour-to-mesh, orthographic registration, multiview fit loop, repair queue, and overlay validation |
| Texture-pack / atlas fitting | ✅ Workflow added | UV projection, per-region atlas mapping, alpha decals, supplemental-map sanity checks, lightmap handling |
| Reference look calibration | ✅ Workflow added | Camera crop, brightness/saturation/hue, accent/glow masks, material/light/render handoff |
| Skill harmonization | ✅ Workflow added | Meta-orchestrator defines precedence, handoff artifacts, source-conflict gates, and sequential/parallel repair lanes |
download_polyhaven_asset / download_sketchfab_model / generate_hyper3d_model_via_text (then chain), sculpt mode, or commission an artist (docs/avatar-design-kit/prompts/04-blender-workflow.md).Prerequisites: Blender ≥ 4.0 with BlenderMCP addon running on port 9876, Claude Code, Python 3.9+ with opencv-python numpy scipy Pillow.
git clone git@github.com:RobLe3/cc-blender-skill.git
cd cc-blender-skill
# Symlink all 30 skills into ~/.claude/skills/
for skill in plugin/skills/*/; do
name=$(basename "$skill")
ln -sfn "$(pwd)/$skill" "$HOME/.claude/skills/$name"
done
# Restart Claude Code to pick up the new top-level skills directory entries.
Then ask Claude something like:
Make a 3D model of a teapot and render it with three-point lighting.
Or invoke a specific skill:
/wireframe-to-3d ./glasses_front.png
Full install + verification: plugin/README.md.
cc-blender-skill/
├── README.md # this file
├── CHANGELOG.md # release notes per version
├── VERSIONING.md # full per-version rationale
├── LICENSE # MIT
├── requirements.txt
├── .github/ # CONTRIBUTING + issue templates
│
├── plugin/ # ← the installable skill plugin
│ ├── README.md
│ ├── manifest.json
│ └── skills/
│ ├── text-to-blender/ # orchestrator
│ ├── blender-skill-harmonizer/ # multi-skill precedence + handoff contracts
│ ├── quality-refinement-autoloop/ # RALPH-style quality loop + release prep
│ ├── blender-pro-workflow/ # multi-phase guidance
│ ├── blender-modeling/ # geometry creation
│ ├── blender-materials/ # PBR via Principled BSDF
│ ├── blender-lighting/ # 3-point, HDRI, studio
│ ├── blender-cameras/ # framing, DoF, animated cameras
│ ├── blender-rendering/ # Cycles/EEVEE
│ ├── blender-animation/ # keyframes, F-curves, shape keys
│ ├── blender-export/ # glTF/FBX/OBJ/USD/STL
│ ├── wireframe-to-3d/ # specialty: 2D wireframe → 3D
│ ├── reference-to-3d/ # source-locked reconstruction
│ ├── reference-analysis-validator/ # masks, metrics, overlays
│ ├── contour-to-mesh/ # contour-derived mesh generation
│ ├── orthographic-registration/ # front/side/back/top coordinate contract
│ ├── blender-uv-texturing/ # UV, projection, baking, lightmaps
│ ├── atlas-uv-fitting/ # per-part atlas/decal mapping
│ ├── closed-surface-uv-coverage/ # front/back/side surface coverage audits
│ ├── mascot-logo-reconstruction/ # generic brand mascot/logo workflow
│ ├── multiview-fit-loop/ # render/compare/adjust validation loop
│ ├── fit-repair-optimizer/ # dependency-aware repair queues
│ ├── reference-look-calibration/ # source-image look matching
│ ├── source-part-segmentation/ # per-part source masks
│ ├── texture-driven-mesh-fitting/ # mesh boundaries fit texture/source contours
│ ├── landmark-fit-repair/ # named feature repair gates
│ ├── texture-state-animation/ # layered registered texture motion
│ ├── orbital-hud-motion/ # source-derived HUD/circle motion
│ └── animation-quality-gate/ # contact-sheet animation QA
│
├── knowledge/ # raw research aggregation (16 domains)
│ ├── README.md
│ ├── 01-modeling/00-overview.md
│ ├── 02-curves-surfaces/00-overview.md
│ ├── 03-sculpting-retopo/00-overview.md
│ ├── 04-geometry-nodes/00-overview.md
│ ├── 05-materials-shading/00-overview.md
│ ├── 06-uv-texturing/00-overview.md
│ ├── 07-lighting/00-overview.md
│ ├── 08-cameras-composition/00-overview.md
│ ├── 09-animation/00-overview.md
│ ├── 10-rigging/00-overview.md
│ ├── 11-rendering/00-overview.md
│ ├── 12-compositing/00-overview.md
│ ├── 13-physics-particles/00-overview.md
│ ├── 14-import-export/00-overview.md
│ ├── 15-cross-cutting/00-overview.md
│ └── 16-pro-workflows/00-overview.md
│
├── docs/ # documentation
│ ├── SKILL_FOUNDATION.md # original research
│ ├── BLENDER_BEST_PRACTICES.md
│ ├── BLENDER_INTEGRATION_GUIDE.md
│ ├── BLENDER_MCP_ALIGNMENT.md
│ ├── WIREFRAME_SKILL.md
│ ├── SKILL_RESEARCH_SUMMARY.md
│ ├── process/ # dev journals (planning, tests, mcp coverage)
│ │ ├── PLAN.md
│ │ ├── DEVELOPMENT.md
│ │ ├── TESTING_PLAN.md
│ │ ├── IMPLEMENTATION_LOG.md
│ │ ├── VERIFICATION_REPORT.md
│ │ ├── MCP_COVERAGE_ASSESSMENT.md
│ │ ├── BLENDER_TOOLKIT_COMPARISON.md
│ │ └── INSTALL_BLENDER_MCP.md
│ └── test-results/ # per-round eval logs
│ ├── test.md # round 1: 30-test smoke
│ ├── test_round2.md # round 2: scene-build feedback loop
│ └── test_round3.md # round 3: trigger-eval self-assessment
│
├── src/ # original wireframe analyzer (still used by skill)
│ └── wireframe_analyzer.py
│
└── skill/ # initial single-skill prototype (now superseded by plugin/)
└── wireframe-to-3d/
Pure-skill design — no Python wrapper class, no custom MCP. Claude itself orchestrates: reads the user's intent, loads sub-skills via Read, generates Blender Python, calls mcp__blender__execute_blender_code (the synchronous socket on port 9876), parses stdout, and reports results. State lives in bpy.data (Blender's global state, persists between calls); Python variables don't (each execute_blender_code is a fresh namespace, so we identify objects by stable name like bpy.data.objects['GEO-sword']). Naming follows Blender Studio conventions (GEO-, MAT-, LGT- prefixes). Each sub-skill stays under 500 lines (the Anthropic skills cap) and points to a deeper references/overview.md for the long tail.
There are already two Claude+Blender skills:
Neither tackles the task-level orchestration: "given a natural-language request, produce a finished 3D output." That's what this plugin does. It depends on ahujasid/blender-mcp (the same MCP both other skills can also work with) and adds:
See docs/process/BLENDER_TOOLKIT_COMPARISON.md for the full landscape comparison.
The plugin shipped through 15+ versions of validation and patches since the v0.3.0 scaffolding, then expanded with a generic reference-locked reconstruction stack for source/template/texture-driven work. Each version's commit summary in CHANGELOG.md records concrete bugs found and fixed; each user-driven feedback iteration is in VERSIONING.md with the patch it produced. The proof renders in plugin/skills/text-to-blender/assets/v0.X.0-validation/ are honest evidence — no cherry-picking, including failure-state renders.
The validation pattern is documented in docs/process/TESTING_PLAN.md: cheap-Haiku tester runs deterministic tests + writes structured results, expensive-Opus patcher reads them and applies fixes. ~10× cheaper than running the full loop on a frontier model throughout. Three round logs live in docs/test-results/.
blender-skill-harmonizer meta-layer for multi-skill precedence, source-of-truth policy, and handoff artifacts.reference-to-3d, reference-analysis-validator, orthographic-registration, contour-to-mesh, multiview-fit-loop, and fit-repair-optimizer.blender-uv-texturing plus atlas-uv-fitting for texture packs, decals, UV regions, and supplemental map sanity checks.reference-look-calibration for measurable source-image look matching after geometry/UV gates pass.reference_manifest.json instead of hardcoded project assumptions.What v1.2.9 means here: the stable core remains intact, scope boundaries (design quality, human faces, thin-metal flare) are documented with escape paths, and the new reference-locked stack is generic, manifest-driven, and ready for broader examples. Real external use will surface edge cases that incremental v1.x patches will address.
Open issues / PRs at https://github.com/RobLe3/cc-blender-skill — especially welcome:
MIT.
RobLe3 with extensive collaboration with Claude (Sonnet 4.6, Opus 4.7, Haiku 4.5).
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