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Blender 资产生成

使用Blender脚本(Blender4.2+ 含5.x)为电商/游戏/教学生成3D资产;支持云端Windows和本地机器;参考图GUID...

person作者: yamasitehubclawhub

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) using bpy
  • Run scripts for Windows/macOS
  • Export artifacts: GLB (required), FBX (optional), USDC (optional), plus preview renders

Quick Start

  1. 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
  2. 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
  3. 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 size

References

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:

  1. Project Package
    • File tree (what to create/update)
    • spec.json (final)
  2. Run Instructions
    • Cloud PC (Windows) command(s)
    • Local (Windows) command(s)
    • Local (macOS) command(s)
  3. Expected Artifacts
    • scene.blend
    • exports/*.glb (required)
    • exports/*.fbx (optional)
    • renders/*.png (required: at least 2 views)
    • run-log.txt (required)
  4. 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.json
  • assets/project-skeleton/spec.example.json
  • assets/project-skeleton/scripts/build.py
  • assets/project-skeleton/scripts/render.py
  • assets/project-skeleton/scripts/export.py
  • assets/project-skeleton/run_local_windows.ps1
  • assets/project-skeleton/run_local_macos.sh
  • assets/project-skeleton/run_cloud_windows.ps1