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Blender Scene Setup

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Set up and audit Blender scenes the way studios do - units and real-world scale, collection layout, naming conventions (SM_/SK_/T_/M_), origins, linking vs appending, library overrides, asset libraries and catalogs, collection exporters, orphan/path cleanup. Use when starting a project, organizing a .blend, or before handoff/export.

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  • Added October 16, 2026
ai-agentspythongo

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Scanned October 16, 2026

npx -y skills add EL4CTEO/blender-skills --skill blender-scene-setup --agent claude-code

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SKILL.md
---
name: blender-scene-setup
description: Set up and audit Blender scenes the way studios do - units and real-world scale, collection layout, naming conventions (SM_/SK_/T_/M_), origins, linking vs appending, library overrides, asset libraries and catalogs, collection exporters, orphan/path cleanup. Use when starting a project, organizing a .blend, or before handoff/export.
license: MIT
metadata:
  author: blender-agent-skills
  version: "0.1.0"
---

# Scene Setup & Hygiene

The execution model and verification steps are in `blender-core`.

## Procedure
1. Run `scripts/scene_audit.py` (add `--fix purge scale paths` only on files you own). It reports units, unapplied/negative scale, default names, objects in the scene root, missing images, orphans and far-off origins.
2. Set units: Metric, Unit Scale **1.0**, Length meters. Keep 1.0 even for Unreal/Roblox, because exporters handle the conversion (see `blender-export-pipelines`).
3. Build the collection layout (below). Every object must be in a named collection, never the scene root.
4. Name everything with the conventions below. Rename after every duplicate or join so no `.001` suffixes remain.
5. Set origins: props at the bottom-center (they sit on the ground at Z=0), characters at world origin between the feet, doors/hinges at the pivot.
6. Apply rotation and scale on meshes (Ctrl+A). Keep location unless the asset should export at the origin.
7. Re-run the audit. It's done when `issues` is empty or every remaining issue is intentional and explained.

## Collection layout (one asset per .blend, or one collection per asset)
```
ASSET_Crate
├── Crate_high      # sculpt / subdiv source (exclude from export)
├── Crate_low       # game mesh(es) SM_Crate, SM_Crate_LOD1..
├── Crate_bake      # cages, bake helpers
├── Crate_collision # UCX_SM_Crate_00 (UE) / Crate-col (Godot)
└── Crate_ref       # reference images/blockout (hide_render)
```
Use **Collection Exporters** (4.2+) to define the export once per collection, then re-export with one call:
```python
with bpy.context.temp_override(collection=col):
    bpy.ops.collection.exporter_add(name="IO_FH_gltf2")
ex = col.exporters[-1]; ex.export_properties.filepath = "//export/SM_Crate.glb"
with bpy.context.temp_override(collection=col):
    bpy.ops.collection.exporter_export(index=len(col.exporters) - 1)
```
`bpy.ops.wm.collection_export_all()` re-runs every collection exporter.

## Naming conventions (Unreal-style, accepted by all engines)
| Type | Pattern | Example |
|---|---|---|
| Static mesh | `SM_<Name>[_LOD#]` | `SM_Crate_LOD1` |
| Skeletal mesh / rig | `SK_<Name>` / `RIG_<Name>` (armature object `Armature` or `root`) | `SK_Hero` |
| Material | `M_<Name>` / instance `MI_<Name>` | `M_Wood_Oak` |
| Texture | `T_<Name>_<Suffix>`: `_BC` base color, `_N` normal, `_ORM` (R=AO G=Rough B=Metal), `_E` emissive, `_M` mask | `T_Crate_ORM` |
| Collision | UE `UCX_<Mesh>_##`, Godot suffix `-col`/`-colonly`/`-convcolonly` | `UCX_SM_Crate_00` |
| Bones/sides | `.L`/`.R` suffix (Blender mirror tools depend on it) | `upper_arm.L` |
| Actions | `<Rig>_<Clip>` | `Hero_Run` |
Use ASCII only, no spaces, and PascalCase or snake_case consistently across the project.

## Real-world scale reference (meters)
Door 2.0–2.1 × 0.9 · ceiling 2.4–2.7 · table 0.75 · chair seat 0.45 · counter 0.9 · stair rise 0.18 / tread 0.28 · adult human 1.7–1.8 (eyes 1.6) · car 4.5 × 1.8 × 1.5. Roblox: 1 stud ≈ 0.28 m; default character ≈ 5 studs tall. Wrong scale breaks physics, lighting falloff, DOF and texel density, so check `ob.dimensions` first.

## Linking, appending, overrides
- **Append** (`libraries.load(link=False)`) makes a local copy. Use it for one-off reuse.
- **Link** (`link=True`) is read-only, updates from the source and is what pipelines use. To edit a linked collection, add a library override: `ob.override_hierarchy_create(scene, view_layer, do_fully_editable=False)`. Only overridable properties (transforms, pose, and anything marked overridable) can change.
- Keep library paths relative (`//`). Check `bpy.data.libraries` for broken paths.

## Asset libraries
- Mark: `ob.asset_mark(); ob.asset_generate_preview()`. Metadata goes in `ob.asset_data` (`author`, `description`, `license`, `tags.new("wood")`, `catalog_id`).
- Catalogs live in `blender_assets.cats.txt` at the library root, one line per catalog: `UUID:Path/Sub:Simple Name`.
- Register a library with `prefs.filepaths.asset_libraries.new(name=..., directory=...)`. 5.2+: remote libraries via `use_remote_url` + `remote_url`. In 5.2 `active_asset_library` indices are offset by 2 ("All", "Essentials").
- Import method per library: `LINK`, `APPEND`, `APPEND_REUSE` (default; reuses already-appended data).

## Hygiene rules
- Purge orphans before shipping (`bpy.data.orphans_purge(do_recursive=True)`). Use fake users only on purpose.
- Image paths: relative (`file.make_paths_relative`), or pack for single-file delivery (`file.pack_all`).
- Never ship multi-user mesh data that has an unapplied per-object scale. Instances are fine, but bake scale before export.
- Hide helpers with `hide_render=True` **and** exclude them from export collections; viewport hiding alone isn't enough.
- One active scene per file for delivery. Extra scenes confuse exporters (`use_active_scene`).

Files in this skill

  • SKILL.md5.2 KB
  • scripts/_bpyx.py4.4 KB
  • scripts/scene_audit.py4.9 KB

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