roble3/cc-blender-skill

orthographic-registration

Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract.

查看源码

使用方法

  1. 复制安装命令,在自己的智能体环境安装前先检查源码包。
  2. 从原始文档核对所需工具、凭据和支持的宿主。
  3. 说明输入材料与期望交付物,并对照来源检查输出。
npx skills add https://github.com/roble3/cc-blender-skill --skill orthographic-registration

开始前需了解

  • 安装不包含模型订阅、API 额度或访问文件的权限。
  • 仓库星数和安装量反映活跃情况,不等于独立质量或安全测试。
仓库原始内容

按源仓库内容呈现,保留标题、案例、代码、表格、链接以及原文引用的演示图片。

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/Z silhouette.
  • Side view defines Y/Z depth envelope.
  • Top view defines X/Y spread.
  • Back view defines rear silhouette/material only; it must not rewrite the front silhouette.

Workflow

  1. Run scripts/register_views.py on the available view images.
  2. Create orthographic reference planes/image empties with a single shared scale.
  3. Align centerline and bbox centers before modeling.
  4. Lock front X/Z boundary vertices.
  5. Add Y depth from side/top envelopes using modifiers/displacement or vertex groups.
  6. 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.

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