360-degree turntable camera orbit around a 3D product. Classic product showcase animation.
Scanned 9/22/2026
npx -y skills add MAX-786/claude-3d-harness --skill turntable --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Turntable?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/max-786-turntable)More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.
---
name: turntable
description: 360-degree turntable camera orbit around a 3D product. Classic product showcase animation.
---
## Turntable Camera Animation
Orbits the camera 360 degrees around the product for a clean product showcase. Starts front-facing and loops seamlessly.
## When to Use
- User wants a product turntable / spin video
- User says "rotate around", "orbit", "showcase all angles", "turntable"
- Default go-to for product showcase videos
## Prerequisites
- **Blender MCP**: Connected (blender-mcp addon on port 9876)
- **3D model**: Already imported in the Blender scene
- **Output folder**: `~/Desktop/Blender Videos/` (create if needed)
- **ffmpeg**: Installed for video encoding
## Parameters
| Parameter | Default | Description |
|-----------|---------|-------------|
| `duration` | `5` | Video length in seconds |
| `fps` | `24` | Frames per second |
| `camera_distance` | `4.5` | Distance from object center |
| `camera_height` | `2.0` | Camera height above object |
| `camera_lens` | `50` | Focal length in mm |
| `transparent_bg` | `true` | Transparent background |
| `output_format` | `mov` | `mov` (ProRes 4444 w/ alpha) or `webm` (VP9 alpha) |
## Flow
### Step 1: Detect Front Face
Render 4 low-res test frames from different camera positions to find the front of the product. Ask the user which angle is the front.
```python
import bpy, math
from mathutils import Vector
obj = bpy.data.objects['<OBJECT_NAME>']
bbox = [obj.matrix_world @ Vector(c) for c in obj.bound_box]
center = sum(bbox, Vector()) / 8
RADIUS = 4.5
HEIGHT = 2.0
# Create temp camera
bpy.ops.object.camera_add()
cam = bpy.context.active_object
cam.name = 'TempCam'
bpy.context.scene.camera = cam
# Add track constraint to center
bpy.ops.object.empty_add(type='PLAIN_AXES', location=center)
target = bpy.context.active_object
target.name = 'TempTarget'
cam.constraints.new(type='TRACK_TO').target = target
# Render 4 angles
positions = {
'front': (center.x, center.y - RADIUS, HEIGHT),
'right': (center.x + RADIUS, center.y, HEIGHT),
'back': (center.x, center.y + RADIUS, HEIGHT),
'left': (center.x - RADIUS, center.y, HEIGHT),
}
for label, pos in positions.items():
cam.location = pos
bpy.context.scene.render.filepath = f'<OUTPUT>/facing_{label}.png'
bpy.ops.render.render(write_still=True)
```
Show all 4 images to the user and ask which is the front.
### Step 2: Set Up Camera Rig
```python
import bpy, math
# Create target empty at object center
bpy.ops.object.empty_add(type='PLAIN_AXES', location=(0, 0, 0))
target = bpy.context.active_object
target.name = 'TurntableTarget'
# Create camera at front-facing position (determined from Step 1)
# Default front = -Y axis
bpy.ops.object.camera_add(location=(0, -CAMERA_DISTANCE, CAMERA_HEIGHT))
cam = bpy.context.active_object
cam.name = 'TurntableCamera'
cam.data.lens = 50
# Track to target
track = cam.constraints.new(type='TRACK_TO')
track.target = target
track.track_axis = 'TRACK_NEGATIVE_Z'
track.up_axis = 'UP_Y'
# Parent camera to target for orbit
bpy.ops.object.select_all(action='DESELECT')
cam.select_set(True)
target.select_set(True)
bpy.context.view_layer.objects.active = target
bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
bpy.context.scene.camera = cam
```
### Step 3: Animate 360 Rotation
```python
import bpy, math
TOTAL_FRAMES = DURATION * FPS # e.g. 5 * 24 = 120
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = TOTAL_FRAMES
scene.render.fps = FPS
target = bpy.data.objects['TurntableTarget']
target.rotation_euler = (0, 0, 0)
target.keyframe_insert(data_path='rotation_euler', frame=1)
target.rotation_euler = (0, 0, math.radians(360))
target.keyframe_insert(data_path='rotation_euler', frame=TOTAL_FRAMES + 1)
# IMPORTANT: Linear interpolation for constant speed
# Blender 5.1 uses layered actions:
action = target.animation_data.action
strip = action.layers[0].strips[0]
for cb in strip.channelbags:
for fc in cb.fcurves:
for kp in fc.keyframe_points:
kp.interpolation = 'LINEAR'
```
### Step 4: Set Up Lighting
```python
import bpy, math
# Warm sunset lighting on LIGHTS only (not on materials/world)
bpy.ops.object.light_add(type='AREA', location=(3, -3, 4))
k = bpy.context.active_object; k.name='GoldenKey'
k.data.energy = 2000; k.data.size = 3.0
k.data.color = (1.0, 0.78, 0.45)
k.rotation_euler = (math.radians(45), 0, math.radians(25))
bpy.ops.object.light_add(type='AREA', location=(-3, -2, 3))
f = bpy.context.active_object; f.name='WarmFill'
f.data.energy = 1000; f.data.size = 5.0
f.data.color = (1.0, 0.75, 0.4)
f.rotation_euler = (math.radians(40), 0, math.radians(-30))
bpy.ops.object.light_add(type='AREA', location=(0, 0, 5))
oh = bpy.context.active_object; oh.name='OverheadWash'
oh.data.energy = 800; oh.data.size = 8.0
oh.data.color = (1.0, 0.92, 0.75)
bpy.ops.object.light_add(type='AREA', location=(0, 4, 2))
r = bpy.context.active_object; r.name='WarmRim'
r.data.energy = 800; r.data.size = 3.0
r.data.color = (1.0, 0.65, 0.3)
r.rotation_euler = (math.radians(-40), 0, math.radians(180))
bpy.ops.object.light_add(type='AREA', location=(4, 0, 0.5))
sw = bpy.context.active_object; sw.name='SideGlow'
sw.data.energy = 600; sw.data.size = 2.0
sw.data.color = (1.0, 0.8, 0.5)
sw.rotation_euler = (math.radians(5), 0, math.radians(90))
```
### Step 5: Render
```python
import bpy, os
scene = bpy.context.scene
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
scene.render.film_transparent = True
scene.render.engine = 'CYCLES' # better metallic reflections
scene.cycles.samples = 64
scene.cycles.use_denoising = True
scene.cycles.device = 'GPU'
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
# Neutral world for subtle reflections (not colored)
if not scene.world:
scene.world = bpy.data.worlds.new("World")
scene.world.use_nodes = True
bg = scene.world.node_tree.nodes.get('Background')
bg.inputs['Color'].default_value = (0.95, 0.95, 0.95, 1)
bg.inputs['Strength'].default_value = 0.3
frames_dir = os.path.expanduser('~/Desktop/Blender Videos/turntable_frames/')
os.makedirs(frames_dir, exist_ok=True)
scene.render.filepath = frames_dir
bpy.ops.render.render(animation=True)
```
### Step 6: Encode Video
MCP will timeout during render. Poll frames directory until all frames exist, then encode:
```bash
# ProRes 4444 with alpha (transparent)
ffmpeg -y -framerate 24 \
-i "~/Desktop/Blender Videos/turntable_frames/%04d.png" \
-c:v prores_ks -profile:v 4444 -pix_fmt yuva444p10le \
"~/Desktop/Blender Videos/turntable.mov"
```
## Blender 5.1 Notes
- Render engine enum: `BLENDER_EEVEE` (not `BLENDER_EEVEE_NEXT`)
- No FFMPEG output format — render PNG sequence + encode with ffmpeg
- Layered actions API: `action.layers[0].strips[0].channelbags` to access fcurves
- `film_transparent = True` for transparent background
- Warm color goes on the LIGHTS, not on the world/materials
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!