Blender 资产生成

v1.0.0

Generates ecommerce/game/teaching 3D assets via Blender scripts (Blender 4.2+ including 5.x). Supports cloud Windows and local machines; reference-image guid...

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Previewing Install & Setup.
Prompt PreviewInstall & Setup
Install the skill "Blender 资产生成" (yamasite/blender-asset-generator) from ClawHub.
Skill page: https://clawhub.ai/yamasite/blender-asset-generator
Keep the work scoped to this skill only.
After install, inspect the skill metadata and help me finish setup.
Use only the metadata you can verify from ClawHub; do not invent missing requirements.
Ask before making any broader environment changes.

Command Line

CLI Commands

Use the direct CLI path if you want to install manually and keep every step visible.

OpenClaw CLI

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openclaw skills install blender-asset-generator

ClawHub CLI

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npx clawhub@latest install blender-asset-generator
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Purpose & Capability
Name/description (Blender asset generation) aligns with the included artifacts: Blender Python scripts (build/render/export/donut_build), run scripts for macOS/Windows, spec.json/schema, and reference docs. There are no unrelated environment variables, binaries, or config paths requested.
Instruction Scope
SKILL.md and the referenced docs limit actions to normal asset-generation tasks: normalize inputs to spec.json, produce Blender scripts, run Blender in background mode, generate renders and exports, and produce logs. The documents mention optional 'vision-assisted' steps but do not include any code that accesses camera hardware, system secrets, or external endpoints; vision use is conditional on a vision-capable agent/environment.
Install Mechanism
There is no install spec and no network downloads; the skill ships a project skeleton and Blender scripts. All actions write local project files and call the Blender binary — no external installers or extract-from-URL steps are present.
Credentials
The skill requests no credentials or special environment variables. It reads/writes files within the project folder (spec.json, scene.blend, exports, renders, run-log.txt) which is expected for this purpose. No secret-named env vars or unrelated service tokens are requested.
Persistence & Privilege
always is false and autonomous invocation is not disabled (the default); this is normal for skills. The skill does not attempt to modify other skills or global agent config; its footprint is limited to project files it creates/updates.
Assessment
This package appears coherent for generating Blender 3D assets. Before running: (1) ensure you have a compatible Blender binary installed and point BLENDER_BIN if needed; (2) review the included Python scripts yourself (they are plain bpy scripts that read spec.json and write files) and run them in a controlled environment; (3) if you plan to run this on a cloud PC, confirm the cloud runtime permits executing Blender and storing outputs there; (4) note that 'vision-assisted' behavior depends on a vision-capable agent/runtime — the skill does not itself access cameras or external servers. If any of those are unacceptable, do not run the scripts.

Like a lobster shell, security has layers — review code before you run it.

latestvk9769fk4qqswnv547s0hbfpnds85dcr2
76downloads
0stars
1versions
Updated 4d ago
v1.0.0
MIT-0

Blender Asset Generator (Blender 4.2+ / 5.x)

This Skill generates a reproducible asset project that can be executed in:

  • Cloud PC (Windows) as the primary runtime
  • Local computer (Windows or macOS) as an alternative runtime

The Skill outputs:

  • A structured spec (spec.json) describing the asset
  • Executable Blender Python scripts (scripts/*.py) using bpy
  • Run scripts for Windows/macOS
  • Export artifacts: GLB (required), FBX (optional), USDC (optional), plus preview renders

Quick Start

  1. Choose a mode:

    • Text-only Mode (no image or no vision): fast and deterministic
    • Vision-assisted Mode (reference images + multimodal model): extract structure/dimensions from images, then confirm with user
  2. Provide input:

    • Required: object name + use case (ecommerce / game / teaching) + desired output formats (GLB required, FBX optional)
    • Optional: target size (at least one anchor dimension), poly budget, material style, reference images
  3. The Skill will:

    • Normalize input into spec.json
    • Generate scripts/build.py, scripts/render.py, scripts/export.py (or update them)
    • Provide Cloud (Windows) and Local (Windows/macOS) run commands
    • Generate a QA checklist and a final evaluation

Input Template

Blender Version: 4.2+ (supports 4.2 and 5.x)
Primary Runtime: Cloud PC (Windows)
Output Priority: GLB required; FBX optional
USD: USDC optional (via file extension)

Use Case: ecommerce | game | teaching
Asset Name:
Asset Category: (e.g., bottle / lunch box / hanger / simple prop / teaching diagram)

Text Description (required):
- What it is:
- Key parts/components:
- Material style (optional): plastic/metal/glass/wood/fabric
- Target realism: low/medium/high

Dimensions (recommended):
- Provide at least ONE anchor dimension, e.g. height=240mm
- If unknown: provide category-typical size OR accept default size

Constraints (optional):
- Poly budget (triangles):
- UV: required | optional | no
- Texture placeholders: yes | no
- Naming convention: (optional)

Reference Images (optional):
- Attach images (front/side/top) if available
- If images are provided, say whether there is a scale reference in the image:
  - e.g. A4 paper / coin / ruler / hand / known product standard size

References

Read these as needed:

  • Workflow: references/workflow.md
  • Ecommerce reference-image template: references/ecommerce-reference-guided-template.md
  • Degradation strategy (no vision available): references/degradation-strategy.md
  • QA checklist: references/qa-checklist.md
  • Presets (common defaults): references/presets.md

Output Contract

Always output in this structure:

  1. Project Package
    • File tree (what to create/update)
    • spec.json (final)
  2. Run Instructions
    • Cloud PC (Windows) command(s)
    • Local (Windows) command(s)
    • Local (macOS) command(s)
  3. Expected Artifacts
    • scene.blend
    • exports/*.glb (required)
    • exports/*.fbx (optional)
    • renders/*.png (required: at least 2 views)
    • run-log.txt (required)
  4. QA + Evaluation
    • Checklist results
    • Verdict: Achieved | Partially Achieved | Not Achieved
    • Top fixes

Behavior Rules

  • Determinism: prefer parametric geometry and explicit settings; avoid random seeds unless user asks.
  • Evidence: do not invent certifications/performance claims; in 3D context, do not assume hidden dimensions from a single photo.
  • Reference images:
    • If a multimodal model is available, extract a draft structure card and dimension hypotheses, then ask for confirmation of at least one anchor dimension.
    • If vision is NOT available, never block the workflow. Use Text-only Mode + ask for a minimal clarification form (see references/degradation-strategy.md).
  • Units: default to millimeters in the spec; enforce unit conversion in scripts.
  • Exports: always export GLB; export FBX only when requested.

Assets (Project Skeleton)

Use the project skeleton to generate a runnable folder:

  • assets/project-skeleton/spec.schema.json
  • assets/project-skeleton/spec.example.json
  • assets/project-skeleton/scripts/build.py
  • assets/project-skeleton/scripts/render.py
  • assets/project-skeleton/scripts/export.py
  • assets/project-skeleton/run_local_windows.ps1
  • assets/project-skeleton/run_local_macos.sh
  • assets/project-skeleton/run_cloud_windows.ps1

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