blender-scene-setup
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.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/blender-skills --skill blender-scene-setupIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides a specialized toolkit for auditing and organizing Blender scenes according to studio standards. It includes scripts to verify units, naming conventions, object transforms, and file path integrity. All operations are local to the Blender environment and focused on asset hygiene.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Scene Setup & Hygiene
The execution model and verification steps are in blender-core.
Procedure
- Run
scripts/scene_audit.py(add--fix purge scale pathsonly on files you own). It reports units, unapplied/negative scale, default names, objects in the scene root, missing images, orphans and far-off origins. - 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). - Build the collection layout (below). Every object must be in a named collection, never the scene root.
- Name everything with the conventions below. Rename after every duplicate or join so no
.001suffixes remain. - 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.
- Apply rotation and scale on meshes (Ctrl+A). Keep location unless the asset should export at the origin.
- Re-run the audit. It's done when
issuesis 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:
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 (
//). Checkbpy.data.librariesfor broken paths.
Asset libraries
- Mark:
ob.asset_mark(); ob.asset_generate_preview(). Metadata goes inob.asset_data(author,description,license,tags.new("wood"),catalog_id). - Catalogs live in
blender_assets.cats.txtat 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 viause_remote_url+remote_url. In 5.2active_asset_libraryindices 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=Trueand 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).
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/el4cteo/blender-skills/blender-scene-setup">View blender-scene-setup on skillZs</a>