Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.
Scanned 5/27/2026
Install via CLI
openskills install RobLe3/cc-blender-skill---
name: orthographic-registration
description: Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.
when_to_use: Multi-view mascot/object reconstruction, depth fitting from side/back/top views, orthographic blueprint alignment, reference planes/cameras with shared scale and centerline.
allowed-tools: Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info
---
# Orthographic Registration
This skill prevents the common failure where the front view looks plausible but the side/back/top views are wrong.
## Coordinate contract
- Front view defines `X/Z` silhouette.
- Side view defines `Y/Z` depth envelope.
- Top view defines `X/Y` spread.
- Back view defines rear silhouette/material only; it must not rewrite the front silhouette.
## Workflow
1. Run `scripts/register_views.py` on the available view images.
2. Create orthographic reference planes/image empties with a single shared scale.
3. Align centerline and bbox centers before modeling.
4. Lock front X/Z boundary vertices.
5. Add Y depth from side/top envelopes using modifiers/displacement or vertex groups.
6. Validate all four cameras before export.
## Failure policy
If views disagree, front brand read wins. Document the conflict in `registration_report.json`.
## Front-plane rotation rule
In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the **Y axis**, not around Z. Use `rotation_euler = (0, angle, 0)` for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.
## Sources distilled
- Blender Image Empty/reference image controls for orthographic blueprints.
- OpenCV homography/alignment and geometric transforms for view registration.
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