script-blender-automation
Acerca de
Esta Habilidad de Claude escribe scripts avanzados de Python para Blender utilizando la API bpy para automatizar flujos de trabajo 3D. Genera geometría y animaciones procedurales, maneja renderizado por lotes y desarrolla complementos personalizados. Úsala para integrar Blender con datos externos o automatizar tareas repetitivas de modelado y animación.
Instalación rápida
Claude Code
Recomendadonpx skills add pjt222/agent-almanac -a claude-code/plugin add https://github.com/pjt222/agent-almanacgit clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/script-blender-automationCopia y pega este comando en Claude Code para instalar esta habilidad
Documentación
Script Blender Automation
Advanced Blender Python scripting for procedural modeling, keyframe animation, batch operations, operator registration, and add-on development. Covers complex geometry generation, automated workflows, and integration with external data sources.
When to Use
- Automating repetitive modeling or animation tasks
- Generating procedural geometry from algorithms or data
- Creating batch rendering pipelines with parameter variations
- Building custom operators or add-ons for workflow enhancement
- Integrating Blender with external data pipelines or APIs
- Scripting complex animations with mathematical precision
- Developing reusable tools for team workflows
Inputs
| Input | Type | Description | Example |
|---|---|---|---|
| Automation requirements | Specification | Task description, parameters, constraints | Render 100 variations, animate path from data |
| Data sources | Files/APIs | External data for procedural generation | CSV coordinates, JSON parameters, API responses |
| Algorithm definitions | Code/Math | Procedural generation logic | Fractal patterns, parametric curves, L-systems |
| Operator specifications | Requirements | Custom tool behavior and UI | Tool name, properties, modal interaction |
| Animation parameters | Keyframes/Data | Timing, easing, constraints | Frame ranges, interpolation curves |
Procedure
1. Procedural Geometry Generation
Create mesh geometry programmatically using BMesh:
import bpy
import bmesh
import math
def create_parametric_surface(name, u_res=32, v_res=32):
"""Generate parametric surface using mathematical function."""
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(name, mesh)
bpy.context.collection.objects.link(obj)
bm = bmesh.new()
# Create vertices using parametric equations
verts = []
for i in range(u_res):
for j in range(v_res):
u = (i / (u_res - 1)) * 2 * math.pi
v = (j / (v_res - 1)) * math.pi
# Sphere parametric equations
x = math.sin(v) * math.cos(u)
y = math.sin(v) * math.sin(u)
z = math.cos(v)
vert = bm.verts.new((x, y, z))
verts.append(vert)
# Create faces
bm.verts.ensure_lookup_table()
for i in range(u_res - 1):
for j in range(v_res - 1):
v1 = verts[i * v_res + j]
v2 = verts[(i + 1) * v_res + j]
v3 = verts[(i + 1) * v_res + (j + 1)]
v4 = verts[i * v_res + (j + 1)]
bm.faces.new([v1, v2, v3, v4])
# Write to mesh
bm.to_mesh(mesh)
bm.free()
return obj
Got: Complex geometry generated from mathematical functions If fail: Check BMesh API calls, verify vertex indexing, ensure faces are manifold
2. Keyframe Animation Automation
Script animation keyframes and drivers:
def animate_rotation(obj, start_frame=1, end_frame=250, axis='Z', rotations=2):
"""Animate object rotation over time."""
# Set initial keyframe
obj.rotation_euler[2] = 0 # Z axis
obj.keyframe_insert(data_path="rotation_euler", index=2, frame=start_frame)
# Set end keyframe
obj.rotation_euler[2] = rotations * 2 * math.pi
obj.keyframe_insert(data_path="rotation_euler", index=2, frame=end_frame)
# Set interpolation
if obj.animation_data and obj.animation_data.action:
for fcurve in obj.animation_data.action.fcurves:
if 'rotation_euler' in fcurve.data_path:
for keyframe in fcurve.keyframe_points:
keyframe.interpolation = 'LINEAR'
def animate_material_property(mat, property_path, values, frames):
"""Animate material node values."""
if not mat.node_tree:
return
# Example: animate emission strength
nodes = mat.node_tree.nodes
emission = nodes.get('Emission')
if emission:
for frame, value in zip(frames, values):
emission.inputs['Strength'].default_value = value
emission.inputs['Strength'].keyframe_insert(
data_path="default_value",
frame=frame
)
def create_driver(obj, property_path, expression):
"""Create driver for automated animation."""
driver = obj.driver_add(property_path)
driver.driver.type = 'SCRIPTED'
driver.driver.expression = expression
# Example: link rotation to frame number
# expression = "frame / 10"
Got: Keyframes inserted, animation plays back correctly If fail: Check property paths, verify data_path syntax, ensure objects are keyable
3. Batch Processing Operations
Process multiple objects or files in batch:
import os
from pathlib import Path
def batch_import_and_render(input_dir, output_dir, file_pattern="*.obj"):
"""Import multiple files and render each."""
input_path = Path(input_dir)
output_path = Path(output_dir)
output_path.mkdir(exist_ok=True)
scene = bpy.context.scene
for obj_file in input_path.glob(file_pattern):
# Clear existing objects
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# Import model
bpy.ops.import_scene.obj(filepath=str(obj_file))
# Setup camera and lighting (reuse setup functions)
setup_camera()
setup_lighting()
# Render
output_file = output_path / f"{obj_file.stem}.png"
scene.render.filepath = str(output_file)
bpy.ops.render.render(write_still=True)
print(f"Rendered: {output_file}")
def batch_material_variation(base_object, colors, output_prefix):
"""Render object with multiple material colors."""
mat = base_object.data.materials[0]
bsdf = mat.node_tree.nodes.get('Principled BSDF')
if not bsdf:
return
for i, color in enumerate(colors):
# Update material color
bsdf.inputs['Base Color'].default_value = color + (1.0,)
# Render
bpy.context.scene.render.filepath = f"{output_prefix}_{i:03d}.png"
bpy.ops.render.render(write_still=True)
Got: Multiple files processed, renders generated for each variant If fail: Check file paths exist, verify import operators, handle missing materials
4. Custom Operator Development
Create custom operators for reusable tools:
import bpy
from bpy.props import FloatProperty, IntProperty
class OBJECT_OT_generate_spiral(bpy.types.Operator):
"""Generate a spiral curve"""
bl_idname = "object.generate_spiral"
bl_label = "Generate Spiral"
bl_options = {'REGISTER', 'UNDO'}
# Operator properties
radius: FloatProperty(
name="Radius",
description="Spiral radius",
default=2.0,
min=0.1,
max=10.0
)
turns: IntProperty(
name="Turns",
description="Number of spiral turns",
default=5,
min=1,
max=20
)
resolution: IntProperty(
name="Resolution",
description="Points per turn",
default=32,
min=8,
max=128
)
def execute(self, context):
# Create curve
curve = bpy.data.curves.new('Spiral', 'CURVE')
curve.dimensions = '3D'
spline = curve.splines.new('NURBS')
num_points = self.turns * self.resolution
spline.points.add(num_points - 1) # -1 because one point exists
for i in range(num_points):
t = i / self.resolution
angle = t * 2 * math.pi
x = self.radius * math.cos(angle)
y = self.radius * math.sin(angle)
z = t * 0.5
spline.points[i].co = (x, y, z, 1.0)
# Create object
obj = bpy.data.objects.new('Spiral', curve)
context.collection.objects.link(obj)
obj.select_set(True)
context.view_layer.objects.active = obj
self.report({'INFO'}, f"Generated spiral with {num_points} points")
return {'FINISHED'}
def register():
bpy.utils.register_class(OBJECT_OT_generate_spiral)
def unregister():
bpy.utils.unregister_class(OBJECT_OT_generate_spiral)
if __name__ == "__main__":
register()
Got: Operator appears in search, executes with proper undo support If fail: Check bl_idname format (lowercase with underscores), verify property types
5. Modal Operator for Interactive Tools
Create interactive modal operators:
class OBJECT_OT_modal_scale(bpy.types.Operator):
"""Interactive scaling with mouse"""
bl_idname = "object.modal_scale"
bl_label = "Modal Scale"
bl_options = {'REGISTER', 'UNDO'}
def __init__(self):
self.initial_mouse_x = 0
self.initial_scale = 1.0
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
# Calculate scale based on mouse movement
delta = event.mouse_x - self.initial_mouse_x
scale = self.initial_scale + (delta / 100.0)
scale = max(0.1, scale) # Minimum scale
# Apply to active object
context.active_object.scale = (scale, scale, scale)
elif event.type == 'LEFTMOUSE':
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
# Cancel - restore initial scale
context.active_object.scale = (
self.initial_scale,
self.initial_scale,
self.initial_scale
)
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.active_object:
self.initial_mouse_x = event.mouse_x
self.initial_scale = context.active_object.scale[0]
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "No active object")
return {'CANCELLED'}
Got: Interactive operator responds to mouse, left-click confirms, ESC cancels If fail: Check event types, ensure modal handler is added, handle no active object
6. Add-on Packaging
Structure code as installable add-on:
bl_info = {
"name": "Custom Tools",
"author": "Your Name",
"version": (1, 0, 0),
"blender": (3, 0, 0),
"location": "View3D > Add > Mesh",
"description": "Collection of custom modeling tools",
"category": "Add Mesh",
}
import bpy
# Import operator classes
from .operators import OBJECT_OT_generate_spiral
classes = (
OBJECT_OT_generate_spiral,
# Add other classes
)
def menu_func(self, context):
"""Add to menu."""
self.layout.operator(OBJECT_OT_generate_spiral.bl_idname)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.VIEW3D_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.VIEW3D_MT_mesh_add.remove(menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()
Got: Add-on installs via Preferences, operators appear in menus If fail: Check bl_info format, verify Blender version requirement, ensure all classes listed
7. Data-Driven Procedural Generation
Generate geometry from external data:
import csv
import json
def create_from_csv(filepath):
"""Generate objects from CSV data."""
with open(filepath, 'r') as f:
reader = csv.DictReader(f)
for row in reader:
# Parse data
name = row['name']
x, y, z = float(row['x']), float(row['y']), float(row['z'])
scale = float(row.get('scale', 1.0))
# Create object
bpy.ops.mesh.primitive_uv_sphere_add(location=(x, y, z))
obj = bpy.context.active_object
obj.name = name
obj.scale = (scale, scale, scale)
def create_from_json(filepath):
"""Generate scene from JSON configuration."""
with open(filepath, 'r') as f:
config = json.load(f)
# Process objects
for obj_config in config.get('objects', []):
obj_type = obj_config['type']
location = obj_config['location']
if obj_type == 'cube':
bpy.ops.mesh.primitive_cube_add(location=location)
elif obj_type == 'sphere':
bpy.ops.mesh.primitive_uv_sphere_add(location=location)
obj = bpy.context.active_object
obj.name = obj_config.get('name', 'Object')
# Apply material if specified
if 'material' in obj_config:
mat_name = obj_config['material']
mat = bpy.data.materials.get(mat_name)
if mat:
obj.data.materials.append(mat)
Got: Objects created based on external data files If fail: Validate file format, handle missing fields, provide default values
Validation Checklist
- Scripts run without errors in Blender Python environment
- Procedural geometry generates as expected
- Animation keyframes inserted at correct frames
- Batch operations process all files successfully
- Custom operators appear in search and execute correctly
- Modal operators respond to mouse/keyboard events
- Add-ons install and uninstall cleanly
- External data files parsed correctly
- Error handling covers edge cases
- Code follows PEP 8 style guidelines
Pitfalls
- Circular imports in add-ons: Use relative imports, structure modules carefully
- Operator naming: bl_idname must be lowercase with single underscore (category.name)
- Property types: Use correct bpy.props types (FloatProperty, IntProperty, etc.)
- Context access: Not all operators work in all contexts (viewport vs render)
- BMesh cleanup: Always call
bm.free()afterbm.to_mesh()to prevent memory leaks - Animation keyframe timing: Frame numbers start at 1, not 0
- Driver expression errors: Validate expressions, use safe namespace
- Modal operator blocking: Don't block in modal(), use non-blocking operations
- Add-on installation paths: Place in Blender's scripts/addons directory
- Version compatibility: API changes between Blender versions, document requirements
Related Skills
- create-3d-scene: Basic scene setup and object creation
- render-blender-output: Rendering workflows for automated output
- create-r-package: Similar packaging patterns for code distribution
Repositorio GitHub
Habilidades relacionadas
content-collections
MetaEsta habilidad proporciona una configuración probada en producción para Content Collections, una herramienta centrada en TypeScript que transforma archivos Markdown/MDX en colecciones de datos con tipado seguro mediante validación Zod. Úsala al construir blogs, sitios de documentación o aplicaciones Vite + React con mucho contenido para garantizar seguridad de tipos y validación automática de contenido. Abarca todo, desde la configuración del plugin de Vite y compilación MDX hasta la optimización de despliegue y validación de esquemas.
polymarket
MetaEsta habilidad permite a los desarrolladores crear aplicaciones con la plataforma de mercados de predicción Polymarket, incluyendo la integración de API para operaciones y datos de mercado. También proporciona transmisión de datos en tiempo real a través de WebSocket para monitorear operaciones en vivo y actividad del mercado. Úsela para implementar estrategias de trading o crear herramientas que procesen actualizaciones de mercado en tiempo real.
creating-opencode-plugins
MetaEsta habilidad ayuda a los desarrolladores a crear complementos de OpenCode que se conectan a más de 25 tipos de eventos, como comandos, archivos y operaciones LSP. Proporciona la estructura del complemento, las especificaciones de la API de eventos y los patrones de implementación para módulos en JavaScript/TypeScript. Úsala cuando necesites interceptar, monitorear o extender el ciclo de vida del asistente de IA de OpenCode con lógica personalizada basada en eventos.
sglang
MetaSGLang es un framework de alto rendimiento para el servicio de LLM que se especializa en generación rápida y estructurada para JSON, expresiones regulares y flujos de trabajo de agentes utilizando su caché de prefijos RadixAttention. Ofrece una inferencia significativamente más rápida, especialmente para tareas con prefijos repetidos, lo que lo hace ideal para salidas complejas y estructuradas, y conversaciones multiturno. Elige SGLang sobre alternativas como vLLM cuando necesites decodificación restringida o estés construyendo aplicaciones con uso extensivo de prefijos compartidos.
