Text To Blender
Drive Blender from natural language. Converts plain-English requests ("model a sword and render it with cinematic lighting", "make this glass look frosted", "set up three-point lighting", "export this scene as glTF for the web") into Blender Python code executed via the Blender MCP server. Acts as the orchestrator that picks and chain-loads specialised sub-skills (blender-modeling, blender-materials, blender-lighting, blender-cameras, blender-rendering, blender-animation, blender-export, wireframe-to-3d, blender-pro-workflow, blender-skill-harmonizer, quality-refinement-autoloop). Use this skill whenever the user wants Claude to do anything in Blender, including creating geometry, applying materials, lighting a scene, framing a camera, rendering, animating, or exporting. Make sure to invoke this skill even if the user does not say "Blender" — also covers requests like "create a 3D model of...", "render this...", "make a glTF from...", "set up a scene with...", or any 3D-creation task. Requires the Blender MCP addon (ahujasid/blender-mcp) running on port 9876.
- Skill ID
- roble3/cc-blender-skill/text-to-blender
- Publisher
- roble3
- Repository
- cc-blender-skill
- Installs
- 0
- Files
- 37
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
roble3/cc-blender-skill/text-to-blenderInstalls these files- SKILL.md
- assets/v0.4.0-validation/README.md
- assets/v0.4.0-validation/test1-modeling-materials-lighting-render.webp
- assets/v0.4.0-validation/test2-glass-cycles.webp
- assets/v0.4.0-validation/test3-anim-frame001.webp
- assets/v0.4.0-validation/test3-anim-frame048.webp
- assets/v0.4.0-validation/test3-anim-frame096.webp
- assets/v0.6.0-round2-validation/M_sword_FINAL_v0.6.0.webp
- assets/v0.6.0-round2-validation/M_sword_attempt1_broken_world.webp
- assets/v0.6.0-round2-validation/M_sword_attempt2_clean_world.webp
- assets/v0.6.0-round2-validation/M_sword_attempt3_aimed_lights.webp
- assets/v0.6.0-round2-validation/M_sword_attempt4_correct_dimensions_wrong_orientation.webp
- assets/v0.6.0-round2-validation/M_sword_attempt5_rotated_no_taper.webp
- assets/v0.6.0-round2-validation/M_sword_attempt6_with_pointed_tip.webp
- assets/v0.6.0-round2-validation/README.md
- assets/v0.7.0-bottle-validation/README.md
- assets/v0.7.0-bottle-validation/bottle_FINAL_v0.7.0.webp
- assets/v0.7.0-bottle-validation/bottle_first_try.webp
- assets/v0.8.0-chair-validation/README.md
- assets/v0.8.0-chair-validation/chair_FINAL_v0.8.0.webp
- assets/v0.8.0-chair-validation/chair_attempt1_simple_rectangles.webp
- assets/v0.8.0-chair-validation/chair_attempt2_overcooked_wood.webp
- assets/v0.8.0-chair-validation/chair_attempt3_balanced_wood.webp
- assets/v0.9.0-validation/01_bottle_glass_class_lighting.webp
- assets/v0.9.0-validation/02_bottle_proper_wine_density.webp
- assets/v0.9.0-validation/03_aviator_wireframe_to_3d.webp
- assets/v0.9.0-validation/04_aviator_chained_upgrade.webp
- assets/v0.9.0-validation/05_aviator_proper_rayban_dimensions.webp
- assets/v1.1.0-validation/desk_lamp_emission.webp
- assets/v1.2.0-validation/01_broadcaster_too_bright.webp
- assets/v1.2.0-validation/02_broadcaster_neutral_dominates.webp
- assets/v1.2.0-validation/03_broadcaster_synthwave_FINAL.webp
- assets/v1.2.0-validation/04_broadcaster_with_features_still_not_human.webp
- evals/evals.json
- references/assembly-order.md
- references/blender-version-compat.md
- references/common-object-dimensions.md
What this skill tells the agent
Text-to-Blender Orchestrator
Turn plain-English requests into Blender work. You are the conductor: read the request, decide which sub-skills to chain-load, sequence them in the right order, and execute via the Blender MCP.
Multi-skill harmonization
For complex tasks that trigger multiple Blender skills, especially reference/template/brand work, load blender-skill-harmonizer before choosing the execution order. It owns precedence, handoff artifacts, and conflict policy.
If the user rejects an output as sub-par, says the same issue is recurring, or asks to improve the skill stack before retrying, load quality-refinement-autoloop before further product work. It turns evidence into a sanitized reusable lesson, patches generic skills/docs/versioning when explicitly requested, and only then resumes the Blender repair loop.
How this skill works
The user speaks in tasks ("render a hero shot of a sword on a stone"); you:
- Identify intent → which capabilities are needed (modeling? materials? lighting? rendering? export?).
- Check prerequisites → MCP server reachable, scene state.
- Reset world to a known-good baseline (see World reset below) — prevents leftover broken HDRI / Environment Texture nodes from previous runs corrupting the render.
- Look up real-world dimensions for the subject (
references/common-object-dimensions.md) BEFORE generating Python. A "sword" has specific proportions; a "chair" has specific proportions; do not guess. - Route to sub-skills → load the relevant ones via
Readand follow their instructions. - Sequence the work in the order pros use (see
references/assembly-order.md). - Execute generated Python via
mcp__blender__execute_blender_code. - Validate with
mcp__blender__get_scene_info,get_object_info, AND `get_viewport_screenshot` — see Visual validation checkpoint below. Numerical validation alone is not enough: the API can report success while geometry is grossly wrong. - Iterate — if the visual check shows an obvious problem (subject barely visible, wrong proportions, wrong orientation), fix and re-render BEFORE reporting success.
- Report to the user with concrete numbers AND a path to the proof render they can inspect.
World reset (always step 3, before any composition)
Previous tests can leave the scene's world in a broken state — particularly an Environment Texture node with image=None cascading into Background, which produces a magenta-flooded render. Reset world to a neutral baseline at the start of every scene-build:
def reset_world(scene, color=(0.04, 0.04, 0.05, 1.0), strength=0.4):
world = scene.world
world.use_nodes = True
nodes = world.node_tree.nodes
for n in list(nodes):
nodes.remove(n)
output = nodes.new('ShaderNodeOutputWorld')
bg = nodes.new('ShaderNodeBackground')
bg.inputs['Color'].default_value = color
bg.inputs['Strength'].default_value = strength
world.node_tree.links.new(bg.outputs['Background'], output.inputs['Surface'])If the user wants HDRI lighting, override this AFTER it runs (load the actual .hdr file and verify env.image is not None).
Visual validation checkpoint (always between steps 8 and 10)
After rendering, always:
- Call
mcp__blender__get_viewport_screenshot(or read the rendered file withRead). - Visually verify against the user's request. Specifically:
- Subject is visible and recognisable (not a thin streak, not magenta-flooded, not entirely in shadow)
- Proportions match the real-world reference dimensions for that subject
- Composition is reasonable (subject in frame, not clipped at edges, not microscopic in one corner)
- Materials have visible variation (not perfectly flat plastic-looking surfaces) — for production-quality scenes, add procedural texture nodes
- If the render is obviously wrong, do NOT report success. Iterate: identify the specific problem, fix it, re-render, re-check.
A render passing every numerical check (object count, vertex count, file size, no error messages) can still look completely wrong. The user only sees the picture. Make sure the picture matches the request before declaring done.
Set viewport to Material Preview mode (last step before reporting)
The user is often looking at Blender's viewport, not the rendered file. Blender defaults the viewport to Solid shading mode which ignores all materials and shows everything as flat grey. After scene assembly, switch the viewport to Material Preview so the user actually sees the materials they got:
import bpy
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL' # or 'RENDERED' for full quality
space.shading.use_scene_lights = True
space.shading.use_scene_world = TrueSkip this only when the user has explicitly asked you to leave the viewport alone.
Real-world dimension lookup
Before sizing any subject from natural language, consult references/common-object-dimensions.md. It lists realistic proportions for common requests:
| Subject | Total | Notes |
|---|---|---|
| One-handed sword | ~95-100 cm long | Blade 78cm × 4.5cm × 0.8cm; guard 20cm × 2.5cm; grip 13cm; pommel 5.6cm |
| Chair | seat ~45cm × 45cm × 4cm | Seat height 45cm; back ~45cm tall |
| Bottle | 25-30cm tall | Body ø8-10cm; neck ø2-3cm |
The full reference list lives in references/common-object-dimensions.md. Do not guess.
Prerequisites — always check first
Before any work, verify:
- Blender MCP is reachable. Call
mcp__blender__get_scene_info. If it errors with "Could not connect to Blender": > "Blender's MCP addon isn't running. Start Blender, enable the BlenderMCP addon (port 9876 default), then re-run."
Stop and ask the user to fix this.
- Scene state.
get_scene_inforeturns the current objects. Decide:
- Empty scene? → Start fresh; build from primitives.
- Existing objects? → Operate on them; do NOT delete unless asked.
- Default cube only? → Probably safe to delete (
bpy.ops.object.delete()).
- The user's actual request. If ambiguous, ask one question. Otherwise proceed with sensible defaults.
Intent → sub-skill routing table
For each intent the user expresses, load (via Read) the matching sub-skill's SKILL.md and follow its patterns. Multiple intents = chain multiple sub-skills.
| User intent (paraphrased) | Load these sub-skills | Order |
|---|---|---|
| "Make a 3D model of X" | blender-modeling | 1st |
| "From this wireframe drawing" | wireframe-to-3d | 1st |
| "Use these materials / make it look like X" | blender-materials | After modeling |
| "Light it / studio setup / cinematic" | blender-lighting | After geometry exists |
| "Hero shot / camera angle / DoF" | blender-cameras | After lighting |
| "Render it / produce an image" | blender-rendering | Last visual step |
| "Animate / move / rotate over time" | blender-animation | After geometry |
| "Export as glTF / FBX / OBJ / for web / for Unity" | blender-export | Final step |
| "Set up a scene / production-quality result" | blender-pro-workflow | First — guides everything |
| "I'm new / not sure where to start" | blender-pro-workflow | First |
| "This is sub-par / still wrong / same issue again" | quality-refinement-autoloop, then blender-skill-harmonizer | First — learn, sanitize, patch, then retry |
| "Match these templates / wireframes / textures exactly" | blender-skill-harmonizer, then reference-specific fit skills | First — establish source-of-truth gates |
Multi-intent example: "Model a sword with materials, light it dramatically, and export as glTF" →
blender-pro-workflow(sequencing strategy)
More from roble3
Use this skill in a project
Open any RiverX project, search the Skills panel for roble3/cc-blender-skill/text-to-blender, and install it in one click.
