スキル一覧に戻る

create-3d-scene

pjt222
更新日 2 days ago
2 閲覧
17
2
17
GitHubで表示
メタautomationdesigndata

について

このClaude Skillは、Pythonのbpy APIを使用してBlender 3Dシーンを自動生成し、オブジェクト、マテリアル、照明、カメラをプログラムで設定します。再現性のある視覚化の生成、レンダリング設定の自動化、バッチワークフローテンプレートの作成を目的としています。データパイプラインに3Dシーン生成を統合したり、複数のシーンバリエーションを効率的に作成するためにご利用ください。

クイックインストール

Claude Code

推奨
メイン
npx skills add pjt222/agent-almanac -a claude-code
プラグインコマンド代替
/plugin add https://github.com/pjt222/agent-almanac
Git クローン代替
git clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/create-3d-scene

このコマンドをClaude Codeにコピー&ペーストしてスキルをインストールします

ドキュメント

Create 3D Scene

Set up a complete Blender scene programmatically using the Python API (bpy). Configure scene hierarchy, add mesh objects, create PBR materials with node-based shaders, position lighting and cameras, and set up environment/world settings.

When to Use

  • Creating reproducible 3D visualization scenes from scratch
  • Automating product visualization or architectural rendering setup
  • Generating multiple scene variations programmatically
  • Building template scenes for batch rendering workflows
  • Prototyping scene layouts before manual refinement
  • Integrating 3D visualization into data pipelines or reporting systems

Inputs

InputTypeDescriptionExample
Scene specificationsConfigurationObjects, materials, lighting requirementsProduct dimensions, material colors, lighting setup
Output requirementsParametersResolution, render engine, quality settings1920x1080, Cycles, 128 samples
Asset pathsFile pathsExternal models, textures, HDRIs/path/to/hdri.exr, product_model.obj
Camera settingsParametersPosition, rotation, focal length, DOFlocation=(7,-7,5), lens=50mm
EnvironmentConfigurationWorld shader, background, ambient settingsHDRI lighting, solid color, gradient

Procedure

1. Set Up Script Structure

Create a Python script with proper imports and structure:

#!/usr/bin/env python3
"""
Scene setup script for Blender.
Usage: blender --background --python setup_scene.py
"""

import bpy
import math
import os
from pathlib import Path

def clear_scene():
    """Remove all objects from the scene."""
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)

    # Clear orphaned data
    for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)

    for block in bpy.data.materials:
        if block.users == 0:
            bpy.data.materials.remove(block)

def main():
    clear_scene()
    # Scene setup steps follow

if __name__ == "__main__":
    main()

Got: Script structure with clear_scene() and main() functions If fail: Review Python syntax, check bpy import works in Blender Python environment

2. Add Mesh Objects

Create primitive or imported mesh objects:

def add_objects():
    """Add mesh objects to scene."""
    # Add cube
    bpy.ops.mesh.primitive_cube_add(
        size=2.0,
        location=(0, 0, 1)
    )
    cube = bpy.context.active_object
    cube.name = "Product_Base"

    # Add sphere
    bpy.ops.mesh.primitive_uv_sphere_add(
        radius=1.0,
        segments=32,
        ring_count=16,
        location=(3, 0, 1)
    )
    sphere = bpy.context.active_object
    sphere.name = "Detail_Sphere"

    # Import external model (optional)
    # bpy.ops.import_scene.obj(filepath="model.obj")

    return cube, sphere

Got: Objects appear in scene with correct names and positions If fail: Check operator syntax, verify coordinates, ensure no naming conflicts

3. Create Materials with Node-Based Shaders

Set up PBR materials using shader nodes:

def create_material(name, base_color, metallic=0.0, roughness=0.5):
    """Create a PBR material with node setup."""
    # Create material
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links

    # Clear default nodes
    nodes.clear()

    # Add Principled BSDF
    node_bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
    node_bsdf.location = (0, 0)
    node_bsdf.inputs['Base Color'].default_value = base_color + (1.0,)  # Add alpha
    node_bsdf.inputs['Metallic'].default_value = metallic
    node_bsdf.inputs['Roughness'].default_value = roughness

    # Add Material Output
    node_output = nodes.new(type='ShaderNodeOutputMaterial')
    node_output.location = (300, 0)

    # Link nodes
    links.new(node_bsdf.outputs['BSDF'], node_output.inputs['Surface'])

    return mat

def apply_materials(cube, sphere):
    """Apply materials to objects."""
    # Create materials
    mat_red = create_material("RedPlastic", (0.8, 0.1, 0.1), metallic=0.0, roughness=0.4)
    mat_metal = create_material("Metal", (0.8, 0.8, 0.8), metallic=1.0, roughness=0.2)

    # Assign to objects
    if cube.data.materials:
        cube.data.materials[0] = mat_red
    else:
        cube.data.materials.append(mat_red)

    if sphere.data.materials:
        sphere.data.materials[0] = mat_metal
    else:
        sphere.data.materials.append(mat_metal)

Got: Materials visible in shader editor with proper node connections If fail: Check node types exist, verify link syntax, ensure color values in [0,1] range

4. Set Up Lighting

Configure lights for scene illumination:

def setup_lighting():
    """Add lights to scene."""
    # Sun light
    bpy.ops.object.light_add(
        type='SUN',
        location=(5, 5, 10)
    )
    sun = bpy.context.active_object
    sun.name = "KeyLight"
    sun.data.energy = 3.0
    sun.rotation_euler = (math.radians(45), 0, math.radians(45))

    # Area light (fill light)
    bpy.ops.object.light_add(
        type='AREA',
        location=(-4, -4, 6)
    )
    area = bpy.context.active_object
    area.name = "FillLight"
    area.data.energy = 200.0
    area.data.size = 5.0
    area.rotation_euler = (math.radians(60), 0, math.radians(-135))

    # Point light (rim light)
    bpy.ops.object.light_add(
        type='POINT',
        location=(2, -5, 3)
    )
    point = bpy.context.active_object
    point.name = "RimLight"
    point.data.energy = 500.0

Got: Three lights with appropriate intensities and positions If fail: Adjust energy values for render engine (Cycles vs EEVEE), check rotation format

5. Position Camera

Set up camera with proper framing:

def setup_camera():
    """Add and configure camera."""
    bpy.ops.object.camera_add(
        location=(7, -7, 5)
    )
    camera = bpy.context.active_object
    camera.name = "MainCamera"

    # Point camera at origin
    direction = (0, 0, 1) - camera.location
    rot_quat = direction.to_track_quat('-Z', 'Y')
    camera.rotation_euler = rot_quat.to_euler()

    # Camera settings
    camera.data.lens = 50  # Focal length in mm
    camera.data.dof.use_dof = True
    camera.data.dof.focus_distance = 10.0
    camera.data.dof.aperture_fstop = 2.8

    # Set as active camera
    bpy.context.scene.camera = camera

Got: Camera positioned with correct focal length and DOF settings If fail: Use simpler rotation method if track_to fails, verify lens units

6. Configure World Environment

Set up world shader and background:

def setup_world():
    """Configure world environment."""
    world = bpy.data.worlds['World']
    world.use_nodes = True
    nodes = world.node_tree.nodes
    links = world.node_tree.links

    # Clear default nodes
    nodes.clear()

    # Add Environment Texture (for HDRI)
    node_env = nodes.new(type='ShaderNodeTexEnvironment')
    node_env.location = (-300, 0)

    # Load HDRI if available
    hdri_path = "/path/to/hdri.exr"
    if os.path.exists(hdri_path):
        node_env.image = bpy.data.images.load(hdri_path)

    # Add Background shader
    node_bg = nodes.new(type='ShaderNodeBackground')
    node_bg.location = (0, 0)
    node_bg.inputs['Strength'].default_value = 1.0

    # Add World Output
    node_output = nodes.new(type='ShaderNodeOutputWorld')
    node_output.location = (300, 0)

    # Link nodes
    links.new(node_env.outputs['Color'], node_bg.inputs['Color'])
    links.new(node_bg.outputs['Background'], node_output.inputs['Surface'])

Got: World shader with HDRI or solid background configured If fail: Skip HDRI loading if file missing, use Background node alone with color

7. Configure Render Settings

Set basic render parameters:

def setup_render_settings():
    """Configure render settings."""
    scene = bpy.context.scene

    # Render engine
    scene.render.engine = 'CYCLES'  # or 'BLENDER_EEVEE'
    scene.cycles.samples = 128
    scene.cycles.use_denoising = True

    # Output settings
    scene.render.resolution_x = 1920
    scene.render.resolution_y = 1080
    scene.render.resolution_percentage = 100

    # File format
    scene.render.image_settings.file_format = 'PNG'
    scene.render.image_settings.color_mode = 'RGBA'
    scene.render.image_settings.color_depth = '16'
    scene.render.filepath = "/tmp/render_"

Got: Render settings configured, ready for rendering If fail: Check engine name spelling, verify resolution values are positive integers

8. Organize Scene Hierarchy

Create collections for organization:

def organize_collections():
    """Organize objects into collections."""
    # Create collections
    col_geometry = bpy.data.collections.new("Geometry")
    col_lights = bpy.data.collections.new("Lights")
    col_cameras = bpy.data.collections.new("Cameras")

    # Link to scene
    bpy.context.scene.collection.children.link(col_geometry)
    bpy.context.scene.collection.children.link(col_lights)
    bpy.context.scene.collection.children.link(col_cameras)

    # Move objects to collections
    for obj in bpy.data.objects:
        # Unlink from main collection
        bpy.context.scene.collection.objects.unlink(obj)

        # Link to appropriate collection
        if obj.type == 'MESH':
            col_geometry.objects.link(obj)
        elif obj.type == 'LIGHT':
            col_lights.objects.link(obj)
        elif obj.type == 'CAMERA':
            col_cameras.objects.link(obj)

Got: Objects organized in named collections for easier management If fail: Check collection already exists before creating, handle orphaned objects

Validation Checklist

  • Script runs without errors in Blender background mode
  • All expected objects present in scene outliner
  • Materials show correct colors and properties in shader editor
  • Camera positioned with objects in frame
  • Lighting provides adequate illumination (test render)
  • World environment loads correctly (HDRI or background color)
  • Render settings configured appropriately for output requirements
  • Scene organized logically in collections
  • No orphaned data blocks (materials, meshes without users)
  • Script includes clear_scene() for reproducibility

Pitfalls

  1. Object naming conflicts: Use unique names, check for existing objects before creating
  2. Incorrect color format: RGB values must be tuples (r, g, b, a) in [0,1] range
  3. Missing alpha channel: When setting colors, include alpha: (r, g, b, 1.0)
  4. Node connection errors: Verify node types have expected inputs/outputs before linking
  5. Camera not active: Must set bpy.context.scene.camera = camera_object
  6. Relative vs absolute paths: Use absolute paths or Path() for cross-platform compatibility
  7. Units confusion: Blender uses meters by default, camera lens in millimeters
  8. Rotation formats: Use math.radians() for degree-to-radian conversion
  9. Render engine differences: EEVEE and Cycles have different features and parameters
  10. Memory leaks: Clear orphaned data blocks to prevent memory buildup in batch operations

Related Skills

GitHub リポジトリ

pjt222/agent-almanac
パス: i18n/caveman-lite/skills/create-3d-scene
0
agentsagentskillsai-assisted-developmentclaude-codeskillsteams

関連スキル

content-collections

メタ

このスキルは、Content Collections(Markdown/MDXファイルを型安全なデータコレクションに変換するTypeScriptファーストのツール)の本番環境でテストされた設定を提供します。Zodバリデーションによる型安全性を実現し、ブログ、ドキュメントサイト、コンテンツ重視のVite + Reactアプリケーション構築時にご利用ください。Viteプラグインの設定、MDXコンパイルから、デプロイ最適化、スキーマバリデーションまで、すべてを網羅しています。

スキルを見る

polymarket

メタ

このスキルは、開発者がPolymarket予測市場プラットフォームを活用したアプリケーション構築を可能にします。API統合による取引や市場データの取得に加え、WebSocketを介したリアルタイムデータストリーミングにより、ライブ取引や市場活動を監視できます。取引戦略の実装や、ライブ市場更新を処理するツールの作成にご利用ください。

スキルを見る

creating-opencode-plugins

メタ

このスキルは、開発者がコマンド、ファイル、LSP操作など25種類以上のイベントタイプにフックするOpenCodeプラグインを作成することを支援します。JavaScript/TypeScriptモジュール向けに、プラグイン構造、イベントAPI仕様、および実装パターンを提供します。カスタムイベント駆動ロジックでOpenCode AIアシスタントのライフサイクルをインターセプト、監視、または拡張する必要がある場合にご利用ください。

スキルを見る

sglang

メタ

SGLangは、高性能なLLMサービングフレームワークであり、RadixAttentionプレフィックスキャッシュを活用したJSON、正規表現、エージェントワークフロー向けの高速で構造化された生成を特長とします。特にプレフィックスが繰り返されるタスクにおいて、大幅に高速な推論を実現し、複雑な構造化出力やマルチターン対話に最適です。制約付きデコードが必要な場合や、広範なプレフィックス共有を伴うアプリケーションを構築する場合は、vLLMなどの代替案ではなくSGLangを選択してください。

スキルを見る