| name | reference-to-3d |
| description | Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires Blender MCP plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export. |
| when_to_use | User supplies reference images/templates/texture atlases/orthographic views and wants a model matching them, or repeated visual mismatch feedback requires a reference-locked corrective loop. |
| allowed-tools | Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info mcp__blender__get_viewport_screenshot |
Reference-to-3D Reconstruction
This skill is for source-locked modeling: the reference asset is the contract. Do not generate a plausible object from memory and then decorate it. Extract measurements, part counts, silhouettes, and UV regions from the supplied files first, then build the Blender model to satisfy those measurements.
Per-entity folder, naming & history (MANDATORY, project convention)
One folder per entity, under concepts/. The user drops a bare reference image loose in concepts/ (e.g. concepts/tany.png). Do NOT leave it there and do NOT scatter its outputs elsewhere (no separate assets/models/…). Instead, create concepts/<entity>/ and gather EVERYTHING for that entity inside it — the source concept, the shipped asset, derived inputs, and all run history. Goal: never clutter the shared concepts/ root with loose files, and keep every file for one entity in one place.
First thing when starting an entity: move the loose concepts/<entity>.png into concepts/<entity>/. Then, whenever a generated asset is downloaded (Tripo, Blender export, image-gen), rename and file it in that same folder immediately, before wiring it into code or moving on:
- Name everything by role, human-readable. Never keep the generator's hash / UUID / task-id in the filename, and no
.glb.glb double extensions.
- Headline files at the top of
concepts/<entity>/: the source concept (<entity>-concept.png) and the shipped asset (<entity>.glb; variants get a suffix: <entity>-lowpoly.glb, <entity>-highpoly.glb).
- Derived inputs (cropped front/side/back views fed to image-to-3D) go in a
views/ subfolder.
- Every superseded run and raw provider byproduct — task JSON, rendered/preview images, the high-poly source, older/alternate exports — goes in a
history/ subfolder. Nothing is deleted (respect the project's never-delete rule); provenance is kept, the top level stays clean.
Example (character "tany"):
concepts/tany/
tany-concept.png # the original reference the user dropped in concepts/
tany.glb # the one shipped/imported asset
views/
tany-front.png # derived crop fed to image-to-3D
tany-side.png
tany-back.png
history/
tany.preview.webp # provider render of the shipped model
tany.task.json # provider task metadata
tany-highpoly.glb # pre-remesh source
tany-highpoly.preview.webp
tany-highpoly.task.json
Rationale: everything for one entity lives together; the shared concepts/ root stays clean (only per-entity folders, no loose files); you never diff UUIDs to find the current file; regeneration drops a new clean name and pushes the old run to history/.
Normalize the origin to the FEET (mandatory for characters)
Tripo/image-to-3D exports pivot at the bounding-box center. Game characters need the origin at the feet (bottom-centre) so scene.position.y = 0 puts them on the ground. Tripo's API has no toggle for this, so run the project script on the shipped GLB right after filing it:
node scripts/glb-origin-to-feet.mjs concepts/<entity>/<entity>.glb
It centres X/Z on the footprint and drops min-Y to 0 (baked into the scene's root-node translations), then prints before/after getBounds. Verify after min Y ≈ 0.000. (Orientation is separate — Tripo meshes also face +X, not +Z; rotate −90° about Y at import or fix it in a similar bake step if needed.)
Make the Mixamo FBX right after low-poly (standard step)
As soon as the shipped low-poly GLB exists and its origin is at the feet, immediately produce a Mixamo-ready FBX beside it — don't wait until rigging:
/Applications/Blender.app/Contents/MacOS/Blender --background \
--python scripts/glb-to-fbx-rig.py -- concepts/<entity>/<entity>.glb concepts/<entity>/<entity>.fbx
This bakes human scale (~1.7 m → 170 FBX units), feet at origin, and embedded textures. Clean up the stray textures/ folder Blender's unpack drops in the repo root afterward (rm -rf textures).
Rigging: Mixamo round-trip (verified, the simple path)
Auto-rigging a biped is far simpler than it looks — do NOT hand-roll a Blender skeleton or fight FBX normals:
- Upload
<entity>.fbx to Mixamo (mixamo.com → Upload Character). Mixamo ignores textures/normals and rigs the geometry; auto-places markers.
- Pick animations (idle/walk/run/…) and download as FBX.
- Re-export FBX → GLB through Blender (import the rigged FBX, export glTF/GLB). This is the key step: Blender's re-export rebuilds normals/materials cleanly, so the FBX-only dark-shoulder shading artifact disappears and you get a clean rigged GLB ready for three.js (
useGLTF + AnimationMixer).
Do NOT judge the model by the intermediate FBX preview — FBX is only a transport format to Mixamo; the round-trip back to GLB is what matters. Optional: transfer the rig's skin weights onto a different (e.g. higher-detail) GLB via Blender's Data Transfer modifier when the meshes share the same pose.
1:1 reconstruction upgrade
When the user requires true 1:1 matching, chain these skills instead of attempting another plausible modeling pass:
reference-analysis-validator for manifest, masks, part counts, overlay gates.
orthographic-registration for front/side/back/top coordinate agreement.
contour-to-mesh for silhouette-derived structural meshes.
atlas-uv-fitting for per-part texture/UV fitting.
mascot-logo-reconstruction as the full orchestrator for brand mascot/logo work.
Do not export a final asset until the validation JSON and overlay render pass the manifest thresholds.
Triggered failure mode
If the user says the output does not match the templates/textures/wireframes, stop regular text-to-blender generation and enter this workflow. Repeated plausible-but-wrong renders usually mean the missing step is reference analysis, not another modeling iteration.
Source-of-truth hierarchy
- Front template / front wireframe: primary silhouette, visible part count, face/feature positions, brand read.
- Texture atlas: exact part shapes, color/material boundaries, decals, lightmap/aura intent.
- Side/back/top views: depth, stacking order, thickness, backside forms. They must not change the locked front projection.
- User feedback: hard constraints; promote it into validation gates.
Mandatory preflight checklist
Before Blender modeling, write a small reference_manifest.json with:
{
"source_files": [],
"primary_view": "front",
"expected_primary_parts": {"count": null, "labels": []},
"structural_parts": [],
"decorative_parts": [],
"texture_regions": [],
"validation_thresholds": {
"front_mask_iou_min": 0.90,
"bbox_center_tolerance_px": 12,
"part_count_exact": true
}
}
If the expected part count is unclear, derive it from the reference sheet with the analyzer and show the user the uncertainty instead of guessing.
Pipeline
1. Inventory and classify sources
Classify each provided asset:
front_template: hero brand image or front wireframe.
side_view, back_view, top_view: orthographic depth references.
texture_atlas: basecolor / albedo atlas containing pieces.
decal: transparent face/expression or detail layer.
emissive, roughness, bump, normal, lightmap: material maps.
aura/background: optional visual context, not structural body geometry.
2. Analyze images locally
Use scripts/template_analyzer.py for first-pass component extraction:
python3 ${CLAUDE_SKILL_DIR}/scripts/template_analyzer.py --image /path/to/front_reference.png --out /tmp/front_analysis.json --mode edges
The analyzer returns components with area, perimeter-derived score, bbox, centroid, contour, and approximate class hints. Use --mode edges for faint grey wireframes and Otsu modes for clean masks/atlases. Treat this as measurement input, not final authority.
3. Lock the front reference in Blender
Create a front reference plane or Image Empty in the same orthographic camera used for validation. Prefix it REF_ and exclude it from export. Official Blender docs describe Image Empties as reference images/blueprints and support front/back depth, opacity, orthographic-only display, and axis-aligned display.
4. Build geometry from source contours
For each structural part:
- Convert the 2D contour to front-view X/Z coordinates.
- Generate a quad strip/grid inside that contour.
- Assign Project-from-View-style UVs based on front X/Z bounds or exact atlas region.
- Add only shallow Y-depth/crown/extrusion after the front silhouette is locked.
- Keep part names semantic:
GEO-subject_part_top, GEO-subject_face_shell, etc.
Do not radial-duplicate a mascot unless the reference is truly radial. Logos often have occlusion, intentional asymmetry, and a fixed visible part count.
5. Multi-view registration
- Front X/Z is locked first.
- Side view controls Y/Z depth envelope only.
- Top view controls X/Y spread only.
- Back view controls hidden/backside geometry and validation, not front silhouette.
If views disagree, keep the front brand read and document the conflict.
6. UV and texture mapping
Chain-load blender-uv-texturing when any texture pack is provided. For atlas-driven parts:
- crop or map per atlas region; do not project the whole atlas onto every part;
- front-facing hero surfaces use front-projected UVs;
- side/back surfaces use side/back UV islands, procedural fill, or baked colors;
- alpha decals need transparent material settings and must not introduce black planes;
- lightmaps are optional realtime helpers and should not be connected as emission unless specified.
7. Validation gates before export
Always produce:
front_preview.png
front_overlay_reference.png
front_mask_validation.json
side_preview.png
back_preview.png
top_preview.png
Use scripts/silhouette_validator.py:
python3 ${CLAUDE_SKILL_DIR}/scripts/silhouette_validator.py --reference /tmp/reference_mask.png --render /tmp/render_mask.png --out /tmp/validation.json
Refuse final export if:
- primary part count differs from manifest;
- front-mask IoU is below threshold;
- face/feature centroid is outside tolerance;
- optional aura/decorations are included in the base GLB by mistake.
Blender code patterns
Reference plane in front-view X/Z
import bpy
def create_reference_plane(name, image_path, width, height, y=0.2, alpha=0.35):
img = bpy.data.images.load(image_path, check_existing=True)
mat = bpy.data.materials.new('MAT-' + name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
bsdf = nodes.get('Principled BSDF')
tex = nodes.new('ShaderNodeTexImage')
tex.image = img
mat.node_tree.links.new(tex.outputs['Color'], bsdf.inputs['Base Color'])
mat.node_tree.links.new(tex.outputs['Alpha'], bsdf.inputs['Alpha'])
bsdf.inputs['Alpha'].default_value = alpha
mat.blend_method = 'BLEND'
verts = [(-width/2,y,-height/2),(width/2,y,-height/2),(width/2,y,height/2),(-width/2,y,height/2)]
mesh = bpy.data.meshes.new(name + 'Mesh')
mesh.from_pydata(verts, [], [(0,1,2,3)])
mesh.update()
uv = mesh.uv_layers.new(name='UV')
for li, uvco in zip(mesh.polygons[0].loop_indices, [(0,0),(1,0),(1,1),(0,1)]):
uv.data[li].uv = uvco
obj = bpy.data.objects.new('REF-' + name, mesh)
bpy.context.collection.objects.link(obj)
obj.data.materials.append(mat)
obj.hide_render = True
return obj
Validation print contract
print('VALIDATE expected_primary_parts=', expected, 'actual=', actual)
print('VALIDATE front_locked=True reference_overlay_rendered=True')
if actual != expected:
raise RuntimeError('Part-count mismatch; refusing export')
When to stop and ask for human input
Ask for a correction only after generating evidence, e.g. an overlay image or JSON showing ambiguity. Do not ask vaguely. Example: “The analyzer finds N prominent structural components plus M faint background/decorative shapes. Should the GLB include only the structural components?”
Sources distilled
- Blender Manual: Image Empties for reference images/blueprints; front/back display, opacity, orthographic and axis-aligned controls.
- Blender Manual: Trace Image to Grease Pencil works best from manually prepared black/white images and controlled resolution.
- Blender Manual: Shrinkwrap moves vertices to a target surface and is useful after silhouette lock for conforming secondary details.
- Blender Manual: UV/Image Texture and Project-from-View-style workflows require UV maps and material nodes for renders/exports.
- OpenCV docs: contour moments, area, perimeter, bounding boxes, template matching.
- scikit-image docs: SSIM for image similarity when pixel-MSE is not perceptually meaningful.