roble3/cc-blender-skill

contour-to-mesh

Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/roble3/cc-blender-skill --skill contour-to-mesh

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

MCP backend

Use when: Source-locked contour-derived meshes, silhouette-first modeling, triangulated mask/contour surfaces, mesh generation from OpenCV contours, or replacing generic ellipses/primitives with measured shapes.

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.

Contour to Mesh

Use this when a reference silhouette is the contract. The mesh starts as a filled 2D contour in front-view X/Z, then gets shallow Y depth/crown after validation.

Workflow

  1. Extract or select a clean contour/mask for one structural part.
  2. Generate a triangulated mesh recipe with scripts/mask_to_mesh_recipe.py.
  3. Run the generated Blender Python to create a named GEO_* mesh.
  4. Assign front-projected UVs immediately.
  5. Add depth only as a modifier or vertex displacement that preserves X/Z boundary positions.
  6. Validate the front render against the source mask.

Hard rules

  • Do not use radial duplication unless the manifest says the source is symmetric.
  • Do not use a generic ellipse if a contour exists.
  • Boundary vertices must keep source X/Z coordinates.
  • Depth deformation may move Y and inner vertices, but must not alter front silhouette.
  • One structural source part should become one named structural mesh.

Blender pattern

Generated mesh coordinates should map image x to Blender X and image y to Blender Z with vertical flip. Use Y only for thickness/depth.

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 Mesh API: create meshes from vertices/faces using from_pydata.
  • Blender BMesh: use for cleanup, triangulation, normals, smoothing.
  • OpenCV contours: detect and simplify boundaries.
  • Delaunay triangulation: useful for filled interior meshes when filtered by mask containment.

Part-inventory handoff

When masks come from source-part-segmentation, preserve the part_inventory.json names in Blender: GEO_<part_name>, MAT_<part_name>, and UV layer names. Mesh generation must record:

  • source image size;
  • source mask path;
  • contour boundary point count;
  • boundary landmark points (tip, base-left, base-right, centroid/extrema) when detectable;
  • atlas UV rectangle or projection mode.

For exact mascot/logo work, generate boundary vertices from the contour and add interior vertices only for surface support. The boundary is a contract: bevels, solidify, subdivision, shrinkwrap, or sculpt passes must not move front-view X/Z boundary vertices unless a new source mask is produced.

Hole and stroke policy

  • Filled structural masks become meshes.
  • Wireframe strokes guide boundaries/landmarks; they are not structural meshes unless the manifest classifies them as decorative linework.
  • Holes/negative regions should be kept as separate cut masks when they affect silhouette; otherwise implement them as decals/material masks.

Source-locked front-skin fallback

When a design sheet is painterly/stylized and separate orthographic views are not CAD-consistent, use a front-skin pass before sculptural interpretation:

  1. choose the canonical front/master source;
  2. extract the visible subject mask as a filled contour;
  3. create a shallow 2.5D mesh whose X/Z boundary is that contour;
  4. assign full-image front-projected UVs so the rendered front matches the source pixels;
  5. add depth only along Y and behind the front surface;
  6. optionally add separate relief/backing parts for side plausibility, but keep the front skin as the visual acceptance gate.

This is a generic fallback for logos/mascots where a faithful front read is more important than speculative volume. Mark it as front_locked_visual_skin, not as a fully solved turntable model.

Script

  • scripts/source_locked_skin_recipe.py extracts a largest/canonical foreground component and emits a mask + contour mesh recipe using full-image front-projected UV coordinates.

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