- name
- blender-asset-generator
- description
- Generates ecommerce/game/teaching 3D assets via Blender scripts (Blender 4.2+ including 5.x). Supports cloud Windows and local machines; reference-image guided workflow with graceful degradation when vision is unavailable.
Blender Asset Generator (Blender 4.2+ / 5.x)
This Skill generates a reproducible asset project that can be executed in:
- Cloud PC (Windows) as the primary runtime
- Local computer (Windows or macOS) as an alternative runtime
The Skill outputs:
- A structured spec (
spec.json) describing the asset - Executable Blender Python scripts (
scripts/*.py) usingbpy - Run scripts for Windows/macOS
- Export artifacts:
GLB(required),FBX(optional),USDC(optional), plus preview renders
Quick Start
- Choose a mode:
- Text-only Mode (no image or no vision): fast and deterministic - Vision-assisted Mode (reference images + multimodal model): extract structure/dimensions from images, then confirm with user
- Provide input:
- Required: object name + use case (ecommerce / game / teaching) + desired output formats (GLB required, FBX optional) - Optional: target size (at least one anchor dimension), poly budget, material style, reference images
- The Skill will:
- Normalize input into spec.json - Generate scripts/build.py, scripts/render.py, scripts/export.py (or update them) - Provide Cloud (Windows) and Local (Windows/macOS) run commands - Generate a QA checklist and a final evaluation
Input Template
Blender Version: 4.2+ (supports 4.2 and 5.x)
Primary Runtime: Cloud PC (Windows)
Output Priority: GLB required; FBX optional
USD: USDC optional (via file extension)
Use Case: ecommerce | game | teaching
Asset Name:
Asset Category: (e.g., bottle / lunch box / hanger / simple prop / teaching diagram)
Text Description (required):
- What it is:
- Key parts/components:
- Material style (optional): plastic/metal/glass/wood/fabric
- Target realism: low/medium/high
Dimensions (recommended):
- Provide at least ONE anchor dimension, e.g. height=240mm
- If unknown: provide category-typical size OR accept default size
Constraints (optional):
- Poly budget (triangles):
- UV: required | optional | no
- Texture placeholders: yes | no
- Naming convention: (optional)
Reference Images (optional):
- Attach images (front/side/top) if available
- If images are provided, say whether there is a scale reference in the image:
- e.g. A4 paper / coin / ruler / hand / known product standard sizeReferences
Read these as needed:
- Workflow:
references/workflow.md - Ecommerce reference-image template:
references/ecommerce-reference-guided-template.md - Degradation strategy (no vision available):
references/degradation-strategy.md - QA checklist:
references/qa-checklist.md - Presets (common defaults):
references/presets.md
Output Contract
Always output in this structure:
Project Package
- File tree (what to create/update) - spec.json (final)
Run Instructions
- Cloud PC (Windows) command(s) - Local (Windows) command(s) - Local (macOS) command(s)
Expected Artifacts
- scene.blend - exports/*.glb (required) - exports/*.fbx (optional) - renders/*.png (required: at least 2 views) - run-log.txt (required)
QA + Evaluation
- Checklist results - Verdict: Achieved | Partially Achieved | Not Achieved - Top fixes
Behavior Rules
- Determinism: prefer parametric geometry and explicit settings; avoid random seeds unless user asks.
- Evidence: do not invent certifications/performance claims; in 3D context, do not assume hidden dimensions from a single photo.
- Reference images:
- If a multimodal model is available, extract a *draft* structure card and dimension hypotheses, then ask for confirmation of at least one anchor dimension. - If vision is NOT available, never block the workflow. Use Text-only Mode + ask for a minimal clarification form (see references/degradation-strategy.md).
- Units: default to millimeters in the spec; enforce unit conversion in scripts.
- Exports: always export GLB; export FBX only when requested.
Assets (Project Skeleton)
Use the project skeleton to generate a runnable folder:
assets/project-skeleton/spec.schema.jsonassets/project-skeleton/spec.example.jsonassets/project-skeleton/scripts/build.pyassets/project-skeleton/scripts/render.pyassets/project-skeleton/scripts/export.pyassets/project-skeleton/run_local_windows.ps1assets/project-skeleton/run_local_macos.shassets/project-skeleton/run_cloud_windows.ps1