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Supports cloud Windows and local machines; reference-image guid...\n\nTags: latest:1.0.0\n\nVersion history:\n\nv1.0.0 | 2026-04-23T06:39:54.722Z | user\n\nInitial release of blender-asset-generator.\n\n- Generates structured, reproducible 3D asset projects for ecommerce, game, or teaching use cases via Blender scripts (supports Blender 4.2+ and 5.x).\n- Supports cloud Windows PC as primary runtime, with local execution on Windows or macOS as alternatives.\n- Offers text-only and vision-assisted workflows; gracefully degrades if reference images or vision are unavailable.\n- Produces clear project structure: spec.json, Blender Python scripts, run scripts, and required export formats (GLB mandatory, FBX/USDC optional), plus preview renders and QA evaluation.\n- Includes input templates and references to guide usage and ensure consistent quality.\n\nArchive index:\n\nArchive v1.0.0: 21 files, 24889 bytes\n\nFiles: assets/output-template.md (650b), assets/project-skeleton/README.md (718b), assets/project-skeleton/run_donut_macos.sh (1398b), assets/project-skeleton/run_local_macos.sh (1871b), assets/project-skeleton/run-log.txt (4481b), assets/project-skeleton/scripts/build.py (8640b), assets/project-skeleton/scripts/compat.py (2625b), assets/project-skeleton/scripts/donut_build.py (6293b), assets/project-skeleton/scripts/export.py (2354b), assets/project-skeleton/scripts/render.py (4986b), assets/project-skeleton/spec.example.json (1708b), assets/project-skeleton/spec.json (1471b), assets/project-skeleton/spec.schema.json (3832b), references/degradation-strategy.md (1739b), references/ecommerce-reference-guided-template.md (2986b), references/presets.md (715b), references/qa-checklist.md (1180b), references/workflow.md (2032b), skill-card.md (2655b), SKILL.md (4670b), _meta.json (142b)\n\nFile v1.0.0:SKILL.md\n\n---\nname: blender-asset-generator\ndescription: 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.\n---\n\n# Blender Asset Generator (Blender 4.2+ / 5.x)\n\nThis Skill generates a reproducible asset project that can be executed in:\n- Cloud PC (Windows) as the primary runtime\n- Local computer (Windows or macOS) as an alternative runtime\n\nThe Skill outputs:\n- A structured spec (`spec.json`) describing the asset\n- Executable Blender Python scripts (`scripts/*.py`) using `bpy`\n- Run scripts for Windows/macOS\n- Export artifacts: `GLB` (required), `FBX` (optional), `USDC` (optional), plus preview renders\n\n## Quick Start\n\n1. Choose a mode:\n   - `Text-only Mode` (no image or no vision): fast and deterministic\n   - `Vision-assisted Mode` (reference images + multimodal model): extract structure/dimensions from images, then confirm with user\n\n2. Provide input:\n   - Required: object name + use case (`ecommerce` / `game` / `teaching`) + desired output formats (`GLB` required, `FBX` optional)\n   - Optional: target size (at least one anchor dimension), poly budget, material style, reference images\n\n3. The Skill will:\n   - Normalize input into `spec.json`\n   - Generate `scripts/build.py`, `scripts/render.py`, `scripts/export.py` (or update them)\n   - Provide `Cloud (Windows)` and `Local (Windows/macOS)` run commands\n   - Generate a QA checklist and a final evaluation\n\n## Input Template\n\n```text\nBlender Version: 4.2+ (supports 4.2 and 5.x)\nPrimary Runtime: Cloud PC (Windows)\nOutput Priority: GLB required; FBX optional\nUSD: USDC optional (via file extension)\n\nUse Case: ecommerce | game | teaching\nAsset Name:\nAsset Category: (e.g., bottle / lunch box / hanger / simple prop / teaching diagram)\n\nText Description (required):\n- What it is:\n- Key parts/components:\n- Material style (optional): plastic/metal/glass/wood/fabric\n- Target realism: low/medium/high\n\nDimensions (recommended):\n- Provide at least ONE anchor dimension, e.g. height=240mm\n- If unknown: provide category-typical size OR accept default size\n\nConstraints (optional):\n- Poly budget (triangles):\n- UV: required | optional | no\n- Texture placeholders: yes | no\n- Naming convention: (optional)\n\nReference Images (optional):\n- Attach images (front/side/top) if available\n- If images are provided, say whether there is a scale reference in the image:\n  - e.g. A4 paper / coin / ruler / hand / known product standard size\n```\n\n## References\n\nRead these as needed:\n- Workflow: `references/workflow.md`\n- Ecommerce reference-image template: `references/ecommerce-reference-guided-template.md`\n- Degradation strategy (no vision available): `references/degradation-strategy.md`\n- QA checklist: `references/qa-checklist.md`\n- Presets (common defaults): `references/presets.md`\n\n## Output Contract\n\nAlways output in this structure:\n1. `Project Package`\n   - File tree (what to create/update)\n   - `spec.json` (final)\n2. `Run Instructions`\n   - Cloud PC (Windows) command(s)\n   - Local (Windows) command(s)\n   - Local (macOS) command(s)\n3. `Expected Artifacts`\n   - `scene.blend`\n   - `exports/*.glb` (required)\n   - `exports/*.fbx` (optional)\n   - `renders/*.png` (required: at least 2 views)\n   - `run-log.txt` (required)\n4. `QA + Evaluation`\n   - Checklist results\n   - Verdict: `Achieved | Partially Achieved | Not Achieved`\n   - Top fixes\n\n## Behavior Rules\n\n- Determinism: prefer parametric geometry and explicit settings; avoid random seeds unless user asks.\n- Evidence: do not invent certifications/performance claims; in 3D context, do not assume hidden dimensions from a single photo.\n- Reference images:\n  - If a multimodal model is available, extract a *draft* structure card and dimension hypotheses, then ask for confirmation of at least one anchor dimension.\n  - If vision is NOT available, never block the workflow. Use `Text-only Mode` + ask for a minimal clarification form (see `references/degradation-strategy.md`).\n- Units: default to millimeters in the spec; enforce unit conversion in scripts.\n- Exports: always export GLB; export FBX only when requested.\n\n## Assets (Project Skeleton)\n\nUse the project skeleton to generate a runnable folder:\n- `assets/project-skeleton/spec.schema.json`\n- `assets/project-skeleton/spec.example.json`\n- `assets/project-skeleton/scripts/build.py`\n- `assets/project-skeleton/scripts/render.py`\n- `assets/project-skeleton/scripts/export.py`\n- `assets/project-skeleton/run_local_windows.ps1`\n- `assets/project-skeleton/run_local_macos.sh`\n- `assets/project-skeleton/run_cloud_windows.ps1`\n\nFile v1.0.0:assets/project-skeleton/README.md\n\n## Project Skeleton (Runnable)\n\nThis folder is a template for a runnable Blender 4.2+ project (including 5.x).\n\n### What you do\n\n1. Copy the entire folder as your working project.\n2. Edit `spec.json` (or generate it via the Skill).\n3. Run the appropriate script:\n   - Cloud Windows: `run_cloud_windows.ps1`\n   - Local Windows: `run_local_windows.ps1`\n   - Local macOS: `run_local_macos.sh`\n\n### Donut Demo\n\nUse the included donut demo scripts to verify your Blender setup quickly:\n- macOS: `run_donut_macos.sh`\n- Windows: `run_donut_windows.ps1`\n\n### What you get\n\n- `scene.blend`\n- `exports/<asset>.glb` (required)\n- `exports/<asset>.fbx` (optional)\n- `renders/front.png`, `renders/three_quarter.png`\n- `run-log.txt`\n\nFile v1.0.0:_meta.json\n\n{\n  \"ownerId\": \"kn7bhk6zsrsx57t0ny1db6b8y5834ykt\",\n  \"slug\": \"blender-asset-generator\",\n  \"version\": \"1.0.0\",\n  \"publishedAt\": 1776926394722\n}\n\nFile v1.0.0:references/degradation-strategy.md\n\n## Degradation Strategy (When Vision Is Not Available)\n\nProblem: user provides reference images, but the local agent/runtime cannot do multimodal vision.\n\nDesign goal: never block the pipeline. Always continue with a deterministic text-driven build, while collecting the minimum extra info needed to make the asset usable.\n\n### Rule 1: Acknowledge image, do not interpret it\n\nIf vision is unavailable:\n- Do not guess shapes, colors, or dimensions from the image.\n- Use the image only as a file attachment to be carried into the project package for later reference.\n\n### Rule 2: Ask a \"Minimal Clarification Form\"\n\nAsk the user to answer 6 items max (prefer 3):\n\n```text\nMinimal Clarification Form (No-Vision Mode)\n\n1) What is it? (one sentence)\n2) Choose the closest base shape:\n   - A) box-ish (rounded rectangle)\n   - B) cylinder-ish\n   - C) bottle-ish (cylinder + neck)\n   - D) flat plate/sheet\n3) Provide ONE anchor dimension in mm:\n   - height OR width OR diameter = ?\n4) Do you need a lid/cap/handle/button? (yes/no; if yes, which)\n5) Target style: matte plastic / metal / glass / other\n6) Output: GLB (required); FBX (optional yes/no)\n```\n\nIf the user refuses dimensions:\n- Use a category default size from presets, and mark `open_questions` prominently.\n\n### Rule 3: Continue with \"Text-only Mode\"\n\nProceed to generate:\n- `spec.json` using defaults and user answers\n- scripts + run commands\n- preview renders\n\nMark all unconfirmed dimensions as:\n- `confidence: low`\n- or put into `open_questions`\n\n### Rule 4: Provide a \"Upgrade Path\"\n\nOffer two ways to improve accuracy later:\n- User supplies one more anchor dimension or a simple dimension table\n- User runs the same project in a vision-capable agent (cloud) to refine the spec\n\nFile v1.0.0:references/ecommerce-reference-guided-template.md\n\n## Ecommerce \"Reference-Image Guided\" Template\n\nGoal: given one or more reference images, produce a *confirmable* structure + dimensions spec for ecommerce assets, with low user effort.\n\n### Inputs\n\n- Images: ideally `front`, `side`, `top/back` (any subset works)\n- Optional: scale reference in image (ruler, A4 paper, coin, hand, known standard)\n- Text: product name + category + short description\n\n### Output: \"Structure Card\" (agent-generated)\n\nAlways output this card before generating the final `spec.json`:\n\n```text\nStructure Card (Draft)\n\n1) View & assumptions\n- Views available: front/side/top/other\n- Symmetry: none | left-right | radial\n- Hidden parts: unknown | inferred (must be marked as inferred)\n- Scale: known anchor | unknown (needs 1 anchor)\n\n2) Components (decomposed)\n- Component A: (e.g., main body) -> primitive: box/cylinder/profile\n- Component B: (e.g., lid/cap) -> primitive: cylinder\n- Component C: (e.g., handle/spout/button) -> primitive: box/cylinder/curve-extrude\n\n3) Key dimensions (best-effort, mark confidence)\n- Overall: height H=?, width W=?, depth D=? (confidence: high/med/low)\n- Diameters: D1=?, D2=? (confidence)\n- Thicknesses: wall T=?, lid T=? (confidence)\n- Radii/chamfers: R=? (confidence)\n\n4) Material hints (visual)\n- Main: matte plastic / brushed metal / glass / rubber\n- Color palette: #... (optional)\n- Surface details: label area / logo recess / grip texture (optional)\n\n5) What MUST be confirmed by user (minimal)\n- One anchor dimension (e.g. height in mm)\n- Any critical functional dimension (e.g. opening diameter)\n```\n\n### How the agent extracts dimensions from images (Vision-assisted mode)\n\nRules (keep it honest and low-friction):\n- Never claim exact dimensions from a single photo without a scale anchor.\n- Use relative ratios when scale is unknown (e.g. `W/H = 0.62`).\n- If multiple views exist, cross-check ratios (front vs side).\n- Mark each inferred dimension with confidence.\n\nRecommended extraction steps:\n1. Identify silhouette bounding box in each view.\n2. Estimate aspect ratios (H:W, H:D).\n3. Detect key features and their relative placement:\n   - Lid height as % of total height\n   - Handle thickness vs body width\n   - Spout position from top edge\n4. If a scale reference exists:\n   - Derive pixel-to-mm scale (approx)\n   - Convert key dimensions to mm\n5. Ask for ONE anchor if missing:\n   - \"Please confirm one value: overall height (mm) or overall width (mm).\"\n\n### A universal \"Ecommerce Spec\" mapping\n\nFor ecommerce, focus on what reduces returns:\n- Overall dimensions (H/W/D)\n- Opening size / usable volume (if applicable, only if user provides)\n- Fit-critical sizes (case, holder, accessory compatibility)\n- Material + finish (matte/gloss, metal vs plastic)\n- Included parts (caps, seals, accessories)\n\n### Output: Final `spec.json`\n\nAfter user confirms the minimal anchor(s), generate `spec.json`:\n- Use mm\n- Put unknowns into `open_questions`\n- Preserve a `reference_images` array with notes and assumptions\n\nFile v1.0.0:references/presets.md\n\n## Presets (MVP Defaults)\n\n### Units\n\n- Default units: `mm`\n- Default scale anchor (if user provides none): category-based\n\n### Category Defaults (Only when user refuses dimensions)\n\n- `bottle-ish`: height 240mm, diameter 70mm\n- `lunch-box`: width 190mm, depth 120mm, height 70mm\n- `hanger`: width 420mm, thickness 10mm\n- `simple-prop`: largest dimension 200mm\n\nAll defaults must be marked as low-confidence in `open_questions`.\n\n### Render Preset (MVP)\n\n- Output: PNG\n- Resolution: 1024x1024\n- Views:\n  - `front` (orthographic-ish or mild perspective)\n  - `three_quarter` (45 degrees)\n- Background: light gray\n- Lighting: simple 3-point\n\n### Export Preset (MVP)\n\n- GLB: required, apply transforms\n- FBX: optional\n\nFile v1.0.0:references/qa-checklist.md\n\n## QA Checklist (MVP)\n\n### Build & Deliverability\n\n- Blender version is 4.2 (or compatible 4.2.x)\n- `run-log.txt` exists and includes spec path + output paths + errors if any\n- `scene.blend` is created successfully\n- `exports/<asset>.glb` exists and is non-empty\n- If requested: `exports/<asset>.fbx` exists and is non-empty\n- `renders/` includes at least:\n  - `front.png`\n  - `three_quarter.png`\n\n### Scale & Geometry Sanity\n\n- Scene units are set to mm (or converted correctly)\n- The bounding box roughly matches the anchor dimension (+/- 5% for MVP)\n- No obvious inverted normals; autosmooth enabled when needed\n- Modifier stack is applied (or intentionally left editable) and documented\n\n### Ecommerce Suitability\n\n- Object origin is sensible (base-centered or world origin), documented in log\n- Naming is clean:\n  - `ASSET__<name>` top collection\n  - `MESH__*` objects\n  - `MAT__*` materials\n- Simple materials are assigned (no missing textures in MVP)\n\n### Export Settings\n\n- GLB export uses `export_apply` (so transform is applied)\n- Axes are consistent (document: Blender is Z-up; GLB usually Y-up in some viewers)\n- For FBX (if enabled): document the axis settings used\n\nFile v1.0.0:references/workflow.md\n\n## Workflow (Blender 4.2+ including 5.x, Cloud Windows + Local)\n\n### 1) Normalize Input -> Spec\n\nCreate a `spec.json` with:\n- Identity: `asset_name`, `use_case`, `category`\n- Scale: `units` (default `mm`) + at least one anchor dimension if available\n- Structure: components list (each has primitive type + params)\n- Materials: simple PBR placeholders\n- Outputs: export formats + preview renders\n\nIf user provides reference images:\n- Vision-assisted mode: extract a draft structure card and dimension hypotheses, then ask for confirmation of at least one anchor.\n- No-vision mode: follow `references/degradation-strategy.md` to ask minimal clarifications, then proceed.\n\n### 2) Generate/Update Scripts\n\nAlways produce scripts with a stable CLI:\n- `scripts/build.py -- --spec <path> --out_blend <path> --log <path>`\n- `scripts/render.py -- --blend <path> --out_dir <dir> --log <path>`\n- `scripts/export.py -- --blend <path> --out_glb <path> [--out_fbx <path>] --log <path>`\n\nScripts should:\n- Set units explicitly\n- Build geometry deterministically\n- Name objects consistently (`ASSET__<name>`, `MESH__...`, `MAT__...`)\n- Write logs and exit non-zero on failure (best effort inside Blender)\n\n### 3) Provide Run Instructions\n\nProvide both:\n- Cloud PC (Windows): paths under a fixed workspace (e.g. `C:\\work\\<project>`)\n- Local: Windows + macOS examples\n\nPrefer non-UI Blender execution:\n- Windows: `blender.exe -b --python scripts\\build.py -- --spec spec.json ...`\n- macOS: `/Applications/Blender.app/Contents/MacOS/Blender -b --python ...`\n\n### 4) Verify + Iterate\n\nMinimum verification:\n- At least 2 preview renders exist (`front`, `3q`)\n- GLB opens in a viewer\n- Scale sanity: bounding box matches spec anchor within tolerance\n- No obvious shading issues (normals / autosmooth)\n\n### 5) Final Evaluation\n\nUse a simple rubric:\n- Correctness: geometry matches text/spec; scale plausible\n- Deliverability: GLB export success; renders exist; logs are complete\n- Usability: clean naming; components separated; editable parameters in spec\n\nFile v1.0.0:assets/output-template.md\n\n## Output Template (MVP)\n\n### Project Package\n\n```text\n<project-root>/\n  spec.json\n  reference_images/        (optional)\n  scripts/\n    build.py\n    render.py\n    export.py\n  renders/\n    front.png\n    three_quarter.png\n  exports/\n    <asset>.glb\n    <asset>.fbx           (optional)\n    <asset>.usdc          (optional)\n  run-log.txt\n  scene.blend\n```\n\n### Run Instructions\n\nCloud PC (Windows):\n- Use `run_cloud_windows.ps1`\n\nLocal (Windows):\n- Use `run_local_windows.ps1`\n\nLocal (macOS):\n- Use `run_local_macos.sh`\n\n### QA + Evaluation\n\n- Checklist: `references/qa-checklist.md`\n- Verdict: Achieved | Partially Achieved | Not Achieved\n- Top fixes:\n\nFile v1.0.0:skill-card.md\n\n## Description:\n\nGenerates ecommerce/game/teaching 3D assets via Blender scripts (Blender 4.2+ including 5.x), with cloud Windows and local execution paths plus reference-image guided fallback behavior.\n\nThis skill is ready for commercial/non-commercial use.\n\n## Publisher:\n\n[yamasite](https://clawhub.ai/user/yamasite)\n\n### License/Terms of Use:\n\nMIT-0\n\n## Use Case:\n\nDevelopers, designers, and technical content creators use this skill to generate reproducible Blender asset projects for ecommerce, game, or teaching scenarios, including specs, scripts, run instructions, exports, preview renders, and QA notes.\n\n### Deployment Geography for Use:\n\nGlobal\n\n## Known Risks and Mitigations:\n\nRisk: Unsafe export paths in spec.json could write generated files outside the project folder.\n\nMitigation: Review spec.json before execution and allow only export_glb, export_fbx_optional, and export_usdc_optional values under exports/ with no absolute paths or parent-directory components.\n\nRisk: Generated Blender scripts and exports run against local project files.\n\nMitigation: Run the project in a dedicated workspace and inspect generated files before executing Blender.\n\nRisk: Windows and cloud runner commands are described, but the evidence shows shipped macOS scripts while referenced Windows/cloud runner files are missing.\n\nMitigation: Confirm required runner scripts exist for the intended runtime, or use the documented Blender command pattern to create equivalent Windows/cloud commands before use.\n\n## Reference(s):\n\n- [ClawHub skill page](https://clawhub.ai/yamasite/skills/blender-asset-generator)\n- [Workflow](references/workflow.md)\n- [Ecommerce reference-image guided template](references/ecommerce-reference-guided-template.md)\n- [Degradation strategy](references/degradation-strategy.md)\n- [QA checklist](references/qa-checklist.md)\n- [Presets](references/presets.md)\n\n## Skill Output:\n\n**Output Type(s):** [text, markdown, code, shell commands, configuration, guidance]\n\n**Output Format:** [Markdown with JSON specs, Blender Python scripts, shell commands, file trees, QA results, and artifact expectations]\n\n**Output Parameters:** [1D]\n\n**Other Properties Related to Output:** [Produces a runnable Blender project package with GLB export required, optional FBX/USDC exports, preview renders, and a run log.]\n\n## Skill Version(s):\n\n1.0.0 (source: server release metadata)\n\n## Ethical Considerations:\n\nUsers should evaluate whether this skill is appropriate for their environment, review any generated or modified files before relying on them, and apply their organization's safety, security, and compliance requirements before deployment.\n\nFile v1.0.0:assets/project-skeleton/spec.example.json\n\n{\n  \"meta\": {\n    \"blender_version\": \"4.2+\",\n    \"created_by\": \"blender-cloud-bpy-asset-generator\",\n    \"notes\": \"MVP example spec (ecommerce).\"\n  },\n  \"scale\": {\n    \"units\": \"mm\",\n    \"anchor_mm\": {\n      \"kind\": \"height\",\n      \"value_mm\": 240\n    }\n  },\n  \"asset\": {\n    \"name\": \"ecom_bottle_mvp\",\n    \"use_case\": \"ecommerce\",\n    \"category\": \"bottle-ish\",\n    \"materials\": [\n      {\n        \"name\": \"MAT__main\",\n        \"type\": \"pbr_placeholder\",\n        \"base_color_rgba\": [0.9, 0.9, 0.92, 1.0],\n        \"roughness\": 0.45,\n        \"metallic\": 0.0\n      }\n    ],\n    \"components\": [\n      {\n        \"name\": \"MESH__body\",\n        \"primitive\": \"bottle_like\",\n        \"params_mm\": {\n          \"height\": 240,\n          \"diameter\": 70,\n          \"neck_height\": 35,\n          \"neck_diameter\": 32,\n          \"base_bevel_radius\": 3,\n          \"top_bevel_radius\": 2\n        },\n        \"material\": \"MAT__main\",\n        \"transform\": {\n          \"location_mm\": [0, 0, 0],\n          \"rotation_deg\": [0, 0, 0]\n        }\n      }\n    ],\n    \"open_questions\": [\n      \"Confirm opening diameter if this affects accessories/caps.\",\n      \"Confirm exact height if reference images show a different proportion.\"\n    ],\n    \"reference_images\": [\n      {\n        \"path\": \"reference_images/front.png\",\n        \"view\": \"front\",\n        \"notes\": \"If vision is available, extract ratios; otherwise keep as attachment only.\"\n      }\n    ]\n  },\n  \"outputs\": {\n    \"export_glb\": \"exports/ecom_bottle_mvp.glb\",\n    \"export_fbx_optional\": null,\n    \"export_usdc_optional\": null,\n    \"renders\": [\n      { \"name\": \"front\", \"path\": \"renders/front.png\" },\n      { \"name\": \"three_quarter\", \"path\": \"renders/three_quarter.png\" }\n    ]\n  }\n}\n\nFile v1.0.0:assets/project-skeleton/spec.json\n\n{\n  \"meta\": {\n    \"blender_version\": \"4.2+\",\n    \"created_by\": \"blender-cloud-bpy-asset-generator\",\n    \"notes\": \"Edit this file or replace it with a generated spec.\"\n  },\n  \"scale\": {\n    \"units\": \"mm\",\n    \"anchor_mm\": {\n      \"kind\": \"height\",\n      \"value_mm\": 240\n    }\n  },\n  \"asset\": {\n    \"name\": \"asset_mvp\",\n    \"use_case\": \"ecommerce\",\n    \"category\": \"bottle-ish\",\n    \"materials\": [\n      {\n        \"name\": \"MAT__main\",\n        \"type\": \"pbr_placeholder\",\n        \"base_color_rgba\": [0.9, 0.9, 0.92, 1.0],\n        \"roughness\": 0.45,\n        \"metallic\": 0.0\n      }\n    ],\n    \"components\": [\n      {\n        \"name\": \"MESH__body\",\n        \"primitive\": \"bottle_like\",\n        \"params_mm\": {\n          \"height\": 240,\n          \"diameter\": 70,\n          \"neck_height\": 35,\n          \"neck_diameter\": 32,\n          \"base_bevel_radius\": 3,\n          \"top_bevel_radius\": 2\n        },\n        \"material\": \"MAT__main\",\n        \"transform\": {\n          \"location_mm\": [0, 0, 0],\n          \"rotation_deg\": [0, 0, 0]\n        }\n      }\n    ],\n    \"open_questions\": [\n      \"Confirm one anchor dimension if you provided reference images without scale.\"\n    ],\n    \"reference_images\": []\n  },\n  \"outputs\": {\n    \"export_glb\": \"exports/asset_mvp.glb\",\n    \"export_fbx_optional\": null,\n    \"export_usdc_optional\": null,\n    \"renders\": [\n      { \"name\": \"front\", \"path\": \"renders/front.png\" },\n      { \"name\": \"three_quarter\", \"path\": \"renders/three_quarter.png\" }\n    ]\n  }\n}","readmeExcerpt":"Skill: Blender 资产生成 Owner: yamasite Summary: Generates ecommerce/game/teaching 3D assets via Blender scripts (Blender 4.2+ including 5.x). Supports cloud Windows and local machines; reference-image guid... Tags: latest:1.0.0 Version history: v1.0.0 | 2026-04-23T06:39:54.722Z | user Initial release of blender-asset-generator. - Generates structured, reproducible 3D asset projects for ecommerce, game, or teaching use c","codeSnippets":[],"executableExamples":[{"language":"text","snippet":"Blender Version: 4.2+ (supports 4.2 and 5.x)\nPrimary Runtime: Cloud PC (Windows)\nOutput Priority: GLB required; FBX optional\nUSD: USDC optional (via file extension)\n\nUse Case: ecommerce | game | teaching\nAsset Name:\nAsset Category: (e.g., bottle / lunch box / hanger / simple prop / teaching diagram)\n\nText Description (required):\n- What it is:\n- Key parts/components:\n- Material style (optional): plastic/metal/glass/wood/fabric\n- Target realism: low/medium/high\n\nDimensions (recommended):\n- Provide at least ONE anchor dimension, e.g. height=240mm\n- If unknown: provide category-typical size OR accept default size\n\nConstraints (optional):\n- Poly budget (triangles):\n- UV: required | optional | no\n- Texture placeholders: yes | no\n- Naming convention: (optional)\n\nReference Images (optional):\n- Attach images (front/side/top) if available\n- If images are provided, say whether there is a scale reference in the image:\n  - e.g. A4 paper / coin / ruler / hand / known product standard size"},{"language":"text","snippet":"Minimal Clarification Form (No-Vision Mode)\n\n1) What is it? (one sentence)\n2) Choose the closest base shape:\n   - A) box-ish (rounded rectangle)\n   - B) cylinder-ish\n   - C) bottle-ish (cylinder + neck)\n   - D) flat plate/sheet\n3) Provide ONE anchor dimension in mm:\n   - height OR width OR diameter = ?\n4) Do you need a lid/cap/handle/button? (yes/no; if yes, which)\n5) Target style: matte plastic / metal / glass / other\n6) Output: GLB (required); FBX (optional yes/no)"},{"language":"text","snippet":"Structure Card (Draft)\n\n1) View & assumptions\n- Views available: front/side/top/other\n- Symmetry: none | left-right | radial\n- Hidden parts: unknown | inferred (must be marked as inferred)\n- Scale: known anchor | unknown (needs 1 anchor)\n\n2) Components (decomposed)\n- Component A: (e.g., main body) -> primitive: box/cylinder/profile\n- Component B: (e.g., lid/cap) -> primitive: cylinder\n- Component C: (e.g., handle/spout/button) -> primitive: box/cylinder/curve-extrude\n\n3) Key dimensions (best-effort, mark confidence)\n- Overall: height H=?, width W=?, depth D=? (confidence: high/med/low)\n- Diameters: D1=?, D2=? (confidence)\n- Thicknesses: wall T=?, lid T=? (confidence)\n- Radii/chamfers: R=? (confidence)\n\n4) Material hints (visual)\n- Main: matte plastic / brushed metal / glass / rubber\n- Color palette: #... (optional)\n- Surface details: label area / logo recess / grip texture (optional)\n\n5) What MUST be confirmed by user (minimal)\n- One anchor dimension (e.g. height in mm)\n- Any critical functional dimension (e.g. opening diameter)"},{"language":"text","snippet":"<project-root>/\n  spec.json\n  reference_images/        (optional)\n  scripts/\n    build.py\n    render.py\n    export.py\n  renders/\n    front.png\n    three_quarter.png\n  exports/\n    <asset>.glb\n    <asset>.fbx           (optional)\n    <asset>.usdc          (optional)\n  run-log.txt\n  scene.blend"}],"parameters":null,"dependencies":[],"permissions":[],"extractedFiles":[{"path":"SKILL.md","content":"---\nname: blender-asset-generator\ndescription: 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.\n---\n\n# Blender Asset Generator (Blender 4.2+ / 5.x)\n\nThis Skill generates a reproducible asset project that can be executed in:\n- Cloud PC (Windows) as the primary runtime\n- Local computer (Windows or macOS) as an alternative runtime\n\nThe Skill outputs:\n- A structured spec (`spec.json`) describing the asset\n- Executable Blender Python scripts (`scripts/*.py`) using `bpy`\n- Run scripts for Windows/macOS\n- Export artifacts: `GLB` (required), `FBX` (optional), `USDC` (optional), plus preview renders\n\n## Quick Start\n\n1. Choose a mode:\n   - `Text-only Mode` (no image or no vision): fast and deterministic\n   - `Vision-assisted Mode` (reference images + multimodal model): extract structure/dimensions from images, then confirm with user\n\n2. Provide input:\n   - Required: object name + use case (`ecommerce` / `game` / `teaching`) + desired output formats (`GLB` required, `FBX` optional)\n   - Optional: target size (at least one anchor dimension), poly budget, material style, reference images\n\n3. The Skill will:\n   - Normalize input into `spec.json`\n   - Generate `scripts/build.py`, `scripts/render.py`, `scripts/export.py` (or update them)\n   - Provide `Cloud (Windows)` and `Local (Windows/macOS)` run commands\n   - Generate a QA checklist and a final evaluation\n\n## Input Template\n\n```text\nBlender Version: 4.2+ (supports 4.2 and 5.x)\nPrimary Runtime: Cloud PC (Windows)\nOutput Priority: GLB required; FBX optional\nUSD: USDC optional (via file extension)\n\nUse Case: ecommerce | game | teaching\nAsset Name:\nAsset Category: (e.g., bottle / lunch box / hanger / simple prop / teaching diagram)\n\nText Description (required):\n- What it is:\n- Key parts/components:\n- Material style (optional): plastic/metal/glass/wood/fabric\n- Target realism: low/medium/high\n\nDimensions (recommended):\n- Provide at least ONE anchor dimension, e.g. height=240mm\n- If unknown: provide category-typical size OR accept default size\n\nConstraints (optional):\n- Poly budget (triangles):\n- UV: required | optional | no\n- Texture placeholders: yes | no\n- Naming convention: (optional)\n\nReference Images (optional):\n- Attach images (front/side/top) if available\n- If images are provided, say whether there is a scale reference in the image:\n  - e.g. A4 paper / coin / ruler / hand / known product standard size\n```\n\n## References\n\nRead these as needed:\n- Workflow: `references/workflow.md`\n- Ecommerce reference-image template: `references/ecommerce-reference-guided-template.md`\n- Degradation strategy (no vision available): `references/degradation-strategy.md`\n- QA checklist: `references/qa-checklist.md`\n- Presets (common defaults): `references/presets.md`\n\n## Output Contract\n\nAlways output in this structure:\n1. `Project Package`\n   - File tree (w"},{"path":"assets/project-skeleton/README.md","content":"## Project Skeleton (Runnable)\n\nThis folder is a template for a runnable Blender 4.2+ project (including 5.x).\n\n### What you do\n\n1. Copy the entire folder as your working project.\n2. Edit `spec.json` (or generate it via the Skill).\n3. Run the appropriate script:\n   - Cloud Windows: `run_cloud_windows.ps1`\n   - Local Windows: `run_local_windows.ps1`\n   - Local macOS: `run_local_macos.sh`\n\n### Donut Demo\n\nUse the included donut demo scripts to verify your Blender setup quickly:\n- macOS: `run_donut_macos.sh`\n- Windows: `run_donut_windows.ps1`\n\n### What you get\n\n- `scene.blend`\n- `exports/<asset>.glb` (required)\n- `exports/<asset>.fbx` (optional)\n- `renders/front.png`, `renders/three_quarter.png`\n- `run-log.txt`"},{"path":"_meta.json","content":"{\n  \"ownerId\": \"kn7bhk6zsrsx57t0ny1db6b8y5834ykt\",\n  \"slug\": \"blender-asset-generator\",\n  \"version\": \"1.0.0\",\n  \"publishedAt\": 1776926394722\n}"},{"path":"references/degradation-strategy.md","content":"## Degradation Strategy (When Vision Is Not Available)\n\nProblem: user provides reference images, but the local agent/runtime cannot do multimodal vision.\n\nDesign goal: never block the pipeline. Always continue with a deterministic text-driven build, while collecting the minimum extra info needed to make the asset usable.\n\n### Rule 1: Acknowledge image, do not interpret it\n\nIf vision is unavailable:\n- Do not guess shapes, colors, or dimensions from the image.\n- Use the image only as a file attachment to be carried into the project package for later reference.\n\n### Rule 2: Ask a \"Minimal Clarification Form\"\n\nAsk the user to answer 6 items max (prefer 3):\n\n```text\nMinimal Clarification Form (No-Vision Mode)\n\n1) What is it? (one sentence)\n2) Choose the closest base shape:\n   - A) box-ish (rounded rectangle)\n   - B) cylinder-ish\n   - C) bottle-ish (cylinder + neck)\n   - D) flat plate/sheet\n3) Provide ONE anchor dimension in mm:\n   - height OR width OR diameter = ?\n4) Do you need a lid/cap/handle/button? (yes/no; if yes, which)\n5) Target style: matte plastic / metal / glass / other\n6) Output: GLB (required); FBX (optional yes/no)\n```\n\nIf the user refuses dimensions:\n- Use a category default size from presets, and mark `open_questions` prominently.\n\n### Rule 3: Continue with \"Text-only Mode\"\n\nProceed to generate:\n- `spec.json` using defaults and user answers\n- scripts + run commands\n- preview renders\n\nMark all unconfirmed dimensions as:\n- `confidence: low`\n- or put into `open_questions`\n\n### Rule 4: Provide a \"Upgrade Path\"\n\nOffer two ways to improve accuracy later:\n- User supplies one more anchor dimension or a simple dimension table\n- User runs the same project in a vision-capable agent (cloud) to refine the spec"},{"path":"references/ecommerce-reference-guided-template.md","content":"## Ecommerce \"Reference-Image Guided\" Template\n\nGoal: given one or more reference images, produce a *confirmable* structure + dimensions spec for ecommerce assets, with low user effort.\n\n### Inputs\n\n- Images: ideally `front`, `side`, `top/back` (any subset works)\n- Optional: scale reference in image (ruler, A4 paper, coin, hand, known standard)\n- Text: product name + category + short description\n\n### Output: \"Structure Card\" (agent-generated)\n\nAlways output this card before generating the final `spec.json`:\n\n```text\nStructure Card (Draft)\n\n1) View & assumptions\n- Views available: front/side/top/other\n- Symmetry: none | left-right | radial\n- Hidden parts: unknown | inferred (must be marked as inferred)\n- Scale: known anchor | unknown (needs 1 anchor)\n\n2) Components (decomposed)\n- Component A: (e.g., main body) -> primitive: box/cylinder/profile\n- Component B: (e.g., lid/cap) -> primitive: cylinder\n- Component C: (e.g., handle/spout/button) -> primitive: box/cylinder/curve-extrude\n\n3) Key dimensions (best-effort, mark confidence)\n- Overall: height H=?, width W=?, depth D=? (confidence: high/med/low)\n- Diameters: D1=?, D2=? (confidence)\n- Thicknesses: wall T=?, lid T=? (confidence)\n- Radii/chamfers: R=? (confidence)\n\n4) Material hints (visual)\n- Main: matte plastic / brushed metal / glass / rubber\n- Color palette: #... (optional)\n- Surface details: label area / logo recess / grip texture (optional)\n\n5) What MUST be confirmed by user (minimal)\n- One anchor dimension (e.g. height in mm)\n- Any critical functional dimension (e.g. opening diameter)\n```\n\n### How the agent extracts dimensions from images (Vision-assisted mode)\n\nRules (keep it honest and low-friction):\n- Never claim exact dimensions from a single photo without a scale anchor.\n- Use relative ratios when scale is unknown (e.g. `W/H = 0.62`).\n- If multiple views exist, cross-check ratios (front vs side).\n- Mark each inferred dimension with confidence.\n\nRecommended extraction steps:\n1. Identify silhouette bounding box in each view.\n2. Estimate aspect ratios (H:W, H:D).\n3. Detect key features and their relative placement:\n   - Lid height as % of total height\n   - Handle thickness vs body width\n   - Spout position from top edge\n4. If a scale reference exists:\n   - Derive pixel-to-mm scale (approx)\n   - Convert key dimensions to mm\n5. Ask for ONE anchor if missing:\n   - \"Please confirm one value: overall height (mm) or overall width (mm).\"\n\n### A universal \"Ecommerce Spec\" mapping\n\nFor ecommerce, focus on what reduces returns:\n- Overall dimensions (H/W/D)\n- Opening size / usable volume (if applicable, only if user provides)\n- Fit-critical sizes (case, holder, accessory compatibility)\n- Material + finish (matte/gloss, metal vs plastic)\n- Included parts (caps, seals, accessories)\n\n### Output: Final `spec.json`\n\nAfter user confirms the minimal anchor(s), generate `spec.json`:\n- Use mm\n- Put unknowns into `open_questions`\n- Preserve a `reference_images` array with notes and assumptions"}],"languages":[],"docsSourceLabel":"CLAWHUB","editorialOverview":"Generates ecommerce/game/teaching 3D assets via Blender scripts (Blender 4.2+ including 5.x). Supports cloud Windows and local machines; reference-image guid... Skill: Blender 资产生成 Owner: yamasite Summary: Generates ecommerce/game/teaching 3D assets via Blender scripts (Blender 4.2+ including 5.x). Supports cloud Windows and local machines; reference-image guid... 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