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EL4CTEO

Blender Scene Setup skill

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.

$npx skills add EL4CTEO/blender-skills --skill blender-scene-setup
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-scene-setup/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
60/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Scene Setup

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-scene-setup

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads blender-scene-setup when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the blender-scene-setup skill”. In Codex, type $blender-scene-setup.

The skill itself

SKILL.md

FolderGitHub

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:

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).

Tips for Blender Scene Setup

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Blender Scene Setup

What does the Blender Scene Setup skill do?

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 Blender Scene Setup?

Run "npx skills add EL4CTEO/blender-skills --skill blender-scene-setup" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Blender Scene Setup work in Cursor and Codex?

Yes. Blender Scene Setup uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Blender Scene Setup free?

Blender Scene Setup is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Blender Scene Setup?

Blender Scene Setup is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.

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