Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/roble3/cc-blender-skill --skill orthographic-registrationAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
MCP backend
Use when: Multi-view mascot/object reconstruction, depth fitting from side/back/top views, orthographic blueprint alignment, reference planes/cameras with shared scale and centerline.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
Orthographic Registration
This skill prevents the common failure where the front view looks plausible but the side/back/top views are wrong.
Coordinate contract
- Front view defines
X/Zsilhouette. - Side view defines
Y/Zdepth envelope. - Top view defines
X/Yspread. - Back view defines rear silhouette/material only; it must not rewrite the front silhouette.
Workflow
- Run
scripts/register_views.pyon the available view images. - Create orthographic reference planes/image empties with a single shared scale.
- Align centerline and bbox centers before modeling.
- Lock front X/Z boundary vertices.
- Add Y depth from side/top envelopes using modifiers/displacement or vertex groups.
- Validate all four cameras before export.
Failure policy
If views disagree, front brand read wins. Document the conflict in registration_report.json.
Front-plane rotation rule
In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the Y axis, not around Z. Use rotation_euler = (0, angle, 0) for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.
Sources distilled
- Blender Image Empty/reference image controls for orthographic blueprints.
- OpenCV homography/alignment and geometric transforms for view registration.


