| name | contour-to-mesh |
| description | Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives. Use for 1:1 mascot/logo reconstruction, exact leaf/petal silhouettes, filled wireframe shapes, shallow bas-relief forms, or when the model outline must match a front template before adding depth. |
| when_to_use | Source-locked contour-derived meshes, silhouette-first modeling, triangulated mask/contour surfaces, mesh generation from OpenCV contours, or replacing generic ellipses/primitives with measured shapes. |
| allowed-tools | Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info |
Contour to Mesh
Use this when a reference silhouette is the contract. The mesh starts as a filled 2D contour in front-view X/Z, then gets shallow Y depth/crown after validation.
Workflow
- Extract or select a clean contour/mask for one structural part.
- Generate a triangulated mesh recipe with
scripts/mask_to_mesh_recipe.py.
- Run the generated Blender Python to create a named
GEO_* mesh.
- Assign front-projected UVs immediately.
- Add depth only as a modifier or vertex displacement that preserves X/Z boundary positions.
- Validate the front render against the source mask.
Hard rules
- Do not use radial duplication unless the manifest says the source is symmetric.
- Do not use a generic ellipse if a contour exists.
- Boundary vertices must keep source X/Z coordinates.
- Depth deformation may move Y and inner vertices, but must not alter front silhouette.
- One structural source part should become one named structural mesh.
Blender pattern
Generated mesh coordinates should map image x to Blender X and image y to Blender Z with vertical flip. Use Y only for thickness/depth.
Front-plane rotation rule
In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the Y axis, not around Z. Use rotation_euler = (0, angle, 0) for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.
Sources distilled
- Blender Mesh API: create meshes from vertices/faces using
from_pydata.
- Blender BMesh: use for cleanup, triangulation, normals, smoothing.
- OpenCV contours: detect and simplify boundaries.
- Delaunay triangulation: useful for filled interior meshes when filtered by mask containment.
Part-inventory handoff
When masks come from source-part-segmentation, preserve the part_inventory.json names in Blender:
GEO_<part_name>, MAT_<part_name>, and UV layer names. Mesh generation must record:
- source image size;
- source mask path;
- contour boundary point count;
- boundary landmark points (tip, base-left, base-right, centroid/extrema) when detectable;
- atlas UV rectangle or projection mode.
For exact mascot/logo work, generate boundary vertices from the contour and add interior vertices only for surface support.
The boundary is a contract: bevels, solidify, subdivision, shrinkwrap, or sculpt passes must not move front-view X/Z boundary vertices unless a new source mask is produced.
Hole and stroke policy
- Filled structural masks become meshes.
- Wireframe strokes guide boundaries/landmarks; they are not structural meshes unless the manifest classifies them as decorative linework.
- Holes/negative regions should be kept as separate cut masks when they affect silhouette; otherwise implement them as decals/material masks.
Source-locked front-skin fallback
When a design sheet is painterly/stylized and separate orthographic views are not CAD-consistent, use a front-skin pass before sculptural interpretation:
- choose the canonical front/master source;
- extract the visible subject mask as a filled contour;
- create a shallow 2.5D mesh whose X/Z boundary is that contour;
- assign full-image front-projected UVs so the rendered front matches the source pixels;
- add depth only along Y and behind the front surface;
- optionally add separate relief/backing parts for side plausibility, but keep the front skin as the visual acceptance gate.
This is a generic fallback for logos/mascots where a faithful front read is more important than speculative volume. Mark it as front_locked_visual_skin, not as a fully solved turntable model.
Script
scripts/source_locked_skin_recipe.py extracts a largest/canonical foreground component and emits a mask + contour mesh recipe using full-image front-projected UV coordinates.