roble3/cc-blender-skill

multiview-constraint-solver

Determine whether front/side/back/top reference templates can be satisfied by one rigid 3D Blender model, choose a canonical source policy, and emit constraints before rebuilding.

View source

How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/roble3/cc-blender-skill --skill multiview-constraint-solver

Before you start

  • Installation does not include a model subscription, API allowance or permission to access your files.
  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

Multiview Constraint Solver

Use this before another rebuild when references disagree. A renderer cannot make one rigid mesh satisfy mutually incompatible orthographic dimensions unless you allow view-specific cheats.

Workflow

  1. Normalize every reference view into a common axis contract:
  • front: width X, height Z;
  • side: depth Y, height Z;
  • top: width X, depth Y;
  • back: width X, height Z.
  1. Measure visible body bboxes, not labels/background/aura unless they are part of the model contract.
  2. Compare shared axes:
  • front width vs top width;
  • front/back height vs side height;
  • side depth vs top depth.
  1. If ratios differ beyond tolerance, write a conflict report and select a policy:
  • front_side_canonical: front brand read and side depth/height are authoritative;
  • front_top_canonical: front brand read and top footprint are authoritative;
  • corrected_templates_required: no rigid rebuild should claim final fit;
  • view_specific_cheats: separate camera/view variants allowed, not one rigid asset.
  1. Feed the chosen policy into fit-repair-optimizer before any geometry, UV, or lighting work.

Hard gates

  • Do not restart modeling until canonical policy exists.
  • Do not treat top-view aura/context as body depth.
  • Do not average contradictory dimensions unless the user explicitly asks for an approximate stylized compromise.
  • Record part-count disagreements separately from bbox disagreements.

Script

  • scripts/view_constraint_report.py reads a JSON file of per-view body bboxes and emits shared-axis compatibility and a suggested canonical policy.

Related by task

from this repository

More skills

All skills
roble3
Community

blender-modeling

Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "mo

installs
2
GitHub stars
116
Updated
Oct 12
roble3
Community

blender-cameras

Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also

installs
2
GitHub stars
109
Updated
Oct 12
roble3
Community

blender-lighting

Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "mood

installs
2
GitHub stars
109
Updated
Oct 12
roble3
Community

blender-pro-workflow

End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for

installs
2
GitHub stars
109
Updated
Oct 12