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reference-to-3d — Claude Code skill: Blender model from a reference

Builds a Blender model from reference sheets, texture atlases and orthographic views when matching the source matters more than a plausible object.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add RobLe3/cc-blender-skill --skill reference-to-3d -a claude-code
Open on GitHub

What reference-to-3d does

The skill kicks in when you hand over a front template, wireframe, texture atlas or mascot art and the model has to match it. Instead of generating something plausible, the agent first pulls measurements, visible part counts, silhouettes and UV regions out of your files, then builds geometry to satisfy those numbers. The source hierarchy is strict: the front view sets silhouette and part count, the atlas sets material boundaries and decals, and side, back and top views add depth without touching the locked front projection. Feedback like "does not look like the reference" or a wrong visible part count switches the work into this mode.

Before any modeling, a reference_manifest.json is written with validation thresholds, and image analysis runs locally through scripts/template_analyzer.py. A front reference plane prefixed REF_ goes into the scene, contours become quad grids, and UVs follow front bounds or an exact atlas region. Nothing gets exported until the manifest checks and the overlay render pass.

You need Blender MCP plus local Python with Pillow, OpenCV and numpy. Without them the image analysis step will not run. For true 1:1 matching the skill advises chaining reference-analysis-validator, orthographic-registration, contour-to-mesh, atlas-uv-fitting and mascot-logo-reconstruction rather than another modeling pass.

What it helps with

  • build a Blender model from a front template with the exact visible part count
  • split a texture atlas across parts instead of projecting it whole
  • reconcile front, side and top views into one geometry
  • fix a model after "does not look like the reference" feedback
  • reconstruct a brand mascot or logo without radial duplication

Example prompts for the agent

  • Build the model from front_reference.png, the visible part count has to match the template
  • Split texture_atlas.png across parts and fit the UVs 1:1
  • Compare the render against the template and show where the silhouette drifts

How to install reference-to-3d

1Skills CLI (Vercel)

npx skills add RobLe3/cc-blender-skill --skill reference-to-3d -a claude-code

2Manually: put the files in place

~/.claude/skills/reference-to-3d/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/reference-to-3d/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about reference-to-3d

How do I install reference-to-3d in Claude?

Run npx skills add RobLe3/cc-blender-skill --skill reference-to-3d -a claude-code. The skill lands in ~/.claude/skills/reference-to-3d/SKILL.md.

What does reference-to-3d do?

It reconstructs a Blender model from reference sheets, texture atlases and orthographic views. It measures the sources first, then fits geometry and UVs to those measurements.

What does reference-to-3d require?

Blender MCP and local Python with Pillow, OpenCV and numpy. Without those the image analysis step will not run.

Source text

SKILL.md · MIT
---
name: reference-to-3d
description: Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires Blender MCP plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export.
allowed-tools: Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info mcp__blender__get_viewport_screenshot mcp__blender__get_objects_summary mcp__blender__get_object_detail_summary mcp__blender__render_viewport_to_path mcp__blender__search_api_docs mcp__blender_official__execute_blender_code mcp__blender_official__get_objects_summary mcp__blender_official__get_object_detail_summary mcp__blender_official__render_viewport_to_path mcp__blender_official__search_api_docs mcp__blender__get_screenshot_of_area_as_image mcp__blender_official__get_screenshot_of_area_as_image
---


## MCP backend

Use when: User supplies reference images/templates/texture atlases/orthographic views and wants a model matching them, or repeated visual mismatch feedback requires a reference-locked corrective loop.

Before the first Blender call, read [../text-to-blender/references/mcp-backends.md](../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.
# Reference-to-3D Reconstruction

This skill is for **source-locked modeling**: the reference asset is the contract. Do not generate a plausible object from memory and then decorate it. Extract measurements, part counts, silhouettes, and UV regions from the supplied files first, then build the Blender model to satisfy those measurements.

## 1:1 reconstruction upgrade

When the user requires true 1:1 matching, chain these skills instead of attempting another plausible modeling pass:

1. `reference-analysis-validator` for manifest, masks, part counts, overlay gates.
2. `orthographic-registration` for front/side/back/top coordinate agreement.
3. `contour-to-mesh` for silhouette-derived structural meshes.
4. `atlas-uv-fitting` for per-part texture/UV fitting.
5. `mascot-logo-reconstruction` as the full orchestrator for brand mascot/logo work.

Do not export a final asset until the validation JSON and overlay render pass the manifest thresholds.

## Triggered failure mode

If the user says the output does not match the templates/textures/wireframes, stop regular `text-to-blender` generation and enter this workflow. Repeated plausible-but-wrong renders usually mean the missing step is **reference analysis**, not another modeling iteration.

## Source-of-truth hierarchy

1. **Front template / front wireframe**: primary silhouette, visible part count, face/feature positions, brand read.
2. **Texture atlas**: exact part shapes, color/material boundaries, decals, lightmap/aura intent.
3. **Side/back/top views**: depth, stacking order, thickness, backside forms. They must not change the locked front projection.
4. **User feedback**: hard constraints; promote it into validation gates.

## Mandatory preflight checklist

Before Blender modeling, write a small `reference_manifest.json` with:

```json
{
  "source_files": [],
  "primary_view": "front",
  "expected_primary_parts": {"count": null, "labels": []},
  "structural_parts": [],
  "decorative_parts": [],
  "texture_regions": [],
  "validation_thresholds": {
    "front_mask_iou_min": 0.90,
    "bbox_center_tolerance_px": 12,
    "part_count_exact": true
  }
}
```

If the expected part count is unclear, derive it from the reference sheet with the analyzer and show the user the uncertainty instead of guessing.

## Pipeline

### 1. Inventory and classify sources

Classify each provided asset:

- `front_template`: hero brand image or front wireframe.
- `side_view`, `back_view`, `top_view`: orthographic depth references.
- `texture_atlas`: basecolor / albedo atlas containing pieces.
- `decal`: transparent face/expression or detail layer.
- `emissive`, `roughness`, `bump`, `normal`, `lightmap`: material maps.
- `aura/background`: optional visual context, not structural body geometry.

### 2. Analyze images locally

Use `scripts/template_analyzer.py` for first-pass component extraction:

```bash
python3 ${CLAUDE_SKILL_DIR}/scripts/template_analyzer.py   --image /path/to/front_reference.png   --out /tmp/front_analysis.json   --mode edges  # use bright_on_dark/dark_on_bright/alpha when cleaner
```

The analyzer returns components with area, perimeter-derived score, bbox, centroid, contour, and approximate class hints. Use `--mode edges` for faint grey wireframes and Otsu modes for clean masks/atlases. Treat this as measurement input, not final authority.

### 3. Lock the front reference in Blender

Create a front reference plane or Image Empty in the same orthographic camera used for validation. Prefix it `REF_` and exclude it from export. Official Blender docs describe Image Empties as reference images/blueprints and support front/back depth, opacity, orthographic-only display, and axis-aligned display.

### 4. Build geometry from source contours

For each structural part:

1. Convert the 2D contour to front-view X/Z coordinates.
2. Generate a quad strip/grid inside that contour.
3. Assign Project-from-View-style UVs based on front X/Z bounds or exact atlas region.
4. Add only shallow Y-depth/crown/extrusion after the front silhouette is locked.
5. Keep part names semantic: `GEO-subject_part_top`, `GEO-subject_face_shell`, etc.

Do not radial-duplicate a mascot unless the reference is truly radial. Logos often have occlusion, intentional asymmetry, and a fixed visible part count.

### 5. Multi-view registration

- Front X/Z is locked first.
- Side view controls Y/Z depth envelope only.
- Top view controls X/Y spread only.
- Back view controls hidden/backside geometry and validation, not front silhouette.

If views disagree, keep the front brand read and document the conflict.

### 6. UV and texture mapping

Chain-load `blender-uv-texturing` when any texture pack is provided. For atlas-driven parts:

- crop or map per atlas region; do not project the whole atlas onto every part;
- front-facing hero surfaces use front-projected UVs;
- side/back surfaces use side/back UV islands, procedural fill, or baked colors;
- alpha decals need transparent material settings and must not introduce black planes;
- lightmaps are optional realtime helpers and should not be connected as emission unless specified.

### 7. Validation gates before export

Always produce:

- `front_preview.png`
- `front_overlay_reference.png`
- `front_mask_validation.json`
- `side_preview.png`
- `back_preview.png`
- `top_preview.png`

Use `scripts/silhouette_validator.py`:

```bash
python3 ${CLAUDE_SKILL_DIR}/scripts/silhouette_validator.py   --reference /tmp/reference_mask.png   --render /tmp/render_mask.png   --out /tmp/validation.json
```

Refuse final export if:

- primary part count differs from manifest;
- front-mask IoU is below threshold;
- face/feature centroid is outside tolerance;
- optional aura/decorations are included in the base GLB by mistake.

## Blender code patterns

### Reference plane in front-view X/Z

```python
import bpy

def create_reference_plane(name, image_path, width, height, y=0.2, alpha=0.35):
    img = bpy.data.images.load(image_path, check_existing=True)
    mat = bpy.data.materials.new('MAT-' + name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    bsdf = nodes.get('Principled BSDF')
    tex = nodes.new('ShaderNodeTexImage')
    tex.image = img
    mat.node_tree.links.new(tex.outputs['Color'], bsdf.inputs['Base Color'])
    mat.node_tree.links.new(tex.outputs['Alpha'], bsdf.inputs['Alpha'])
    bsdf.inputs['Alpha'].default_value = alpha
    mat.blend_method = 'BLEND'
    verts = [(-width/2,y,-height/2),(width/2,y,-height/2),(width/2,y,height/2),(-width/2,y,height/2)]
    mesh = bpy.data.meshes.new(name + 'Mesh')
    mesh.from_pydata(verts, [], [(0,1,2,3)])
    mesh.update()
    uv = mesh.uv_layers.new(name='UV')
    for li, uvco in zip(mesh.polygons[0].loop_indices, [(0,0),(1,0),(1,1),(0,1)]):
        uv.data[li].uv = uvco
    obj = bpy.data.objects.new('REF-' + name, mesh)
    bpy.context.collection.objects.link(obj)
    obj.data.materials.append(mat)
    obj.hide_render = True
    return obj
```

### Validation print contract

```python
print('VALIDATE expected_primary_parts=', expected, 'actual=', actual)
print('VALIDATE front_locked=True reference_overlay_rendered=True')
if actual != expected:
    raise RuntimeError('Part-count mismatch; refusing export')
```

## When to stop and ask for human input

Ask for a correction only after generating evidence, e.g. an overlay image or JSON showing ambiguity. Do not ask vaguely. Example: “The analyzer finds N prominent structural components plus M faint background/decorative shapes. Should the GLB include only the structural components?”

## Sources distilled

- Blender Manual: Image Empties for reference images/blueprints; front/back display, opacity, orthographic and axis-aligned controls.
- Blender Manual: Trace Image to Grease Pencil works best from manually prepared black/white images and controlled resolution.
- Blender Manual: Shrinkwrap moves vertices to a target surface and is useful after silhouette lock for conforming secondary details.
- Blender Manual: UV/Image Texture and Project-from-View-style workflows require UV maps and material nodes for renders/exports.
- OpenCV docs: contour moments, area, perimeter, bounding boxes, template matching.
- scikit-image docs: SSIM for image similarity when pixel-MSE is not perceptually meaningful.

© RobLe3 · MIT · RobLe3/cc-blender-skill

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