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codeonym-osscodeonym-oss/design-skills/skills/3d-modeling/SKILL.md

3d-modeling

Skill0 starsChanged 48 days agoMITView on GitHub

3D modeling, materials, lighting, rendering and animation with Blender 5 — headless renders (EEVEE and Cycles), product/packaging/poster mockups of 2D designs, turntables, glTF/GLB for the web (three.js / React Three Fiber, Draco), format conversion and STL for 3D printing — in a reproducible container. Use when the user wants to model something in 3D, make mockups of their designs, render stills or turntables, create 3D assets for the web, convert between 3D formats, prepare STL for printing, or script Blender with Python.

3 other projects use a version of this, 1 of them edited.

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Most recently taken up by

The file

We split this skill into the rules it gives an agent

2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 3 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep modifiers live (Subdivision, Bevel, Mirror, Solidify) until export — non-destructive.

    line 41
  2. Distinctive:

    Always look at a rendered still before committing to a long animation render.

    line 45

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

3D modeling (Blender 5)

Everything here needs the full image and runs in it automatically (bash <skill-dir>/scripts/<name>.sh …, see design-sandbox). For hands-on modeling, use Blender on the desktop — the scripts work on the same .blend files.

Toolkit

ToolUse it forCLI (in the container)
Blender 5Modeling, materials, lighting, rendering, animation, Python scriptingscripts/blender.sh -b …
EEVEEFast renders — mockups, previews, stylized work (software GL in the container)engine BLENDER_EEVEE
CyclesPhotoreal renders on CPU in the container — use denoising + low samplesengine CYCLES
Bundled add-onsglTF 2.0 (with Draco), FBX, OBJ/STL/PLY, Node Wrangler, Rigifycheck.sh lists them
ffmpegFrames → MP4used by render.sh --anim

Scripts

ScriptWhat it does
check.shBlender version, Cycles devices, engines, add-ons (glTF!)
blender.sh [args]Blender in the design environment — use instead of blender
render.sh scene.blend [--engine eevee|cycles] [--samples N] [--res WxH] [--frame N | --anim] [--out dir]Headless still or animation; animations are encoded to MP4 automatically
mockup.pyA 2D design (poster, cover, card, screenshot) as a lit 3D studio mockup: blender.sh -b --factory-startup -P <skill-dir>/scripts/mockup.py -- --image design.png --out mockup.png [--style tilt|flat|lean] [--bg '#f4f4f5'] [--res 1920x1080] [--save mockup.blend]
turntable.py360° turntable of any model (glb/gltf/obj/fbx/stl/ply/blend): blender.sh -b --factory-startup -P <skill-dir>/scripts/turntable.py -- --model chair.glb --save chair-tt.blend, then render.sh chair-tt.blend --anim
convert-model.sh in.X out.Y [--draco]Converts between blend/glb/gltf/obj/fbx/stl/ply; --draco shrinks GLB for the web

Guides

  • references/blender-essentials.md — navigation, modeling toolkit, modifiers, shortcuts that matter.
  • references/materials-lighting-render.md — Principled BSDF, studio/HDRI lighting, EEVEE vs Cycles settings.
  • references/project-recipes.md — product mockup, low-poly scene, logo in 3D, web asset for React Three Fiber, 3D print prep.

Rules of thumb

  1. Real-world scale (1 unit = 1 m); apply scale (Ctrl+A → Scale) before modifiers/export.
  2. Keep modifiers live (Subdivision, Bevel, Mirror, Solidify) until export — non-destructive.
  3. Preview small (--res 640x360 --samples 8), final big. Use Cycles only for true glass/caustics/GI; 64–256 samples + denoising.
  4. Animations render as PNG frames (crash-safe), then MP4 (render.sh --anim does both).
  5. Web: GLB + Draco, textures ≤ 2K, < 50k triangles per hero model.
  6. Always look at a rendered still before committing to a long animation render.

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