| name | blender-modeling-workflow |
| description | Build or substantially refine reproducible Blender models through Python and the Blender CLI. Use for user requests to create meshes, props, hard-surface assets, stylized objects, assemblies, procedural geometry, game-ready GLB assets, or to iterate on a scripted Blender model from visual feedback. |
Blender Modeling Workflow
Create the asset as source-controlled Python plus generated .blend and .glb outputs. Treat the script as the durable source and Blender as the execution runtime.
Establish the contract
- Resolve the exact Blender executable and record
blender --version.
- Convert the request into a short modeling contract before editing:
- required parts and visible relationships;
- intended style and materials;
- dimensions and triangle budget;
- moving parts, pivots, or required contexts;
- deliverables and evidence views.
- Keep subjective goals as explicit review questions. Do not silently turn them into arbitrary geometry thresholds.
- Read references/modeling-contract.md for the contract shape.
Author for iteration
- Create one deterministic entry script. Set seeds explicitly when randomness is used.
- Start from a clean scene and name semantic parts, assemblies, materials, actions, cameras, and anchors.
- Model readable primary forms before small surface detail.
- Give every visibly moving or functional part a plausible connection, support, guide, hinge, sleeve, rail, or parent.
- Keep important dimensions and animation frames as named constants near the top of the script.
- Preserve editable construction where useful, but evaluate modifiers before measuring exported geometry.
- Read references/procedural-patterns.md when implementing reusable Blender helpers.
Execute and inspect
Run Blender headlessly:
$env:BLENDER_EXECUTABLE = "C:\path\to\Blender\blender.exe"
& $env:BLENDER_EXECUTABLE `
--background --factory-startup --python .\create_asset.py
If blender is already on PATH, use it directly. The bundled MCP and
benchmark runner also accept an explicit blenderPath or --blender value.
After every material geometry change:
- Generate the
.blend and .glb.
- Use
$blender-agent-studio:blender-asset-validation to inspect evaluated geometry and render standardized evidence.
- Open the hero render and contact sheet with an image-viewing tool.
- Inspect silhouette, proportion, supports, intersections, readability, orientation, materials, and requested details.
- Refine the source script and regenerate. Do not patch generated outputs manually.
For animated or articulated assets, also use $blender-agent-studio:blender-animation-workflow.
Completion gate
Do not call the model complete until:
- the source script reruns from a clean Blender process;
- generated artifacts open after fresh GLB import;
- technical gates appropriate to the task pass;
- required parts and spatial relationships are visible from the evidence views;
- no major component reads as floating, accidental, or mechanically unexplained;
- the final response includes the source,
.blend, .glb, metrics, and rendered evidence paths.