本文へ移動
cccskills
無料GitHub で公開

blender-scripting

Write and run Blender Python scripts for 3D automation and procedural modeling. Use when the user wants to automate Blender tasks, create 3D models from code, run headless scripts, manipulate scenes, batch process .blend files, build geometry with bmesh, apply modifiers, generate procedural shapes, or import/export 3D models using the bpy API.

インストール方法を見る

含まれるファイル(2)

  • SKILL.md9.3 KB
  • _scores.json2.5 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Blender Scripting

Overview

Automate Blender tasks and create 3D models procedurally using Python and the bpy API. Run scripts headlessly from the terminal to manipulate scenes, build geometry with bmesh, apply modifiers, batch process files, and import/export models.

Instructions

1. Run scripts from the terminal

blender --background --python script.py
blender myfile.blend --background --python script.py
blender --background --factory-startup --python-exit-code 1 --python script.py -- --output /tmp/result.png --scale 2.0

Your own arguments go after --; read them in the script with sys.argv[sys.argv.index("--") + 1:]. Without --python-exit-code 1, Blender exits with status 0 even when the script raised an exception, so CI and shell && chains never notice the failure. --factory-startup ignores the user's saved preferences and add-ons for reproducible runs.

2. Scene setup and cleanup

import bpy

def clear_scene():
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)
    for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)

3. Create and transform objects

import bpy, math
from mathutils import Vector

bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, 0))
cube = bpy.context.active_object
cube.location = (3, 0, 1)
cube.rotation_euler = (0, 0, math.radians(45))
cube.scale = (1, 2, 0.5)

4. Build meshes from raw data

vertices = [(-1,-1,0), (1,-1,0), (1,1,0), (-1,1,0),
            (-1,-1,2), (1,-1,2), (1,1,2), (-1,1,2)]
faces = [(0,1,2,3), (4,5,6,7), (0,1,5,4), (2,3,7,6), (0,3,7,4), (1,2,6,5)]

mesh = bpy.data.meshes.new("CustomBox")
mesh.from_pydata(vertices, [], faces)
mesh.update()
obj = bpy.data.objects.new("CustomBox", mesh)
bpy.context.collection.objects.link(obj)

5. Use bmesh for advanced mesh editing

import bmesh

bm = bmesh.new()
v1 = bm.verts.new((0, 0, 0))
v2 = bm.verts.new((1, 0, 0))
v3 = bm.verts.new((1, 1, 0))
v4 = bm.verts.new((0, 1, 0))
bm.faces.new((v1, v2, v3, v4))

bmesh.ops.extrude_face_region(bm, geom=bm.faces[:])
bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=2)

mesh = bpy.data.meshes.new("Result")
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("Result", mesh)
bpy.context.collection.objects.link(obj)

6. Apply modifiers

obj = bpy.context.active_object

sub = obj.modifiers.new("Subdivision", 'SUBSURF')
sub.levels = 2

mirror = obj.modifiers.new("Mirror", 'MIRROR')
mirror.use_axis = (True, False, False)

array = obj.modifiers.new("Array", 'ARRAY')
array.count = 5
array.relative_offset_displace = (1.1, 0, 0)

solid = obj.modifiers.new("Solidify", 'SOLIDIFY')
solid.thickness = 0.1

bevel = obj.modifiers.new("Bevel", 'BEVEL')
bevel.width = 0.05
bevel.segments = 3

# Apply permanently
bpy.context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier="Subdivision")

7. Create curves

curve_data = bpy.data.curves.new("MyCurve", type='CURVE')
curve_data.dimensions = '3D'
spline = curve_data.splines.new('BEZIER')
spline.bezier_points.add(3)
for i, (x, y, z) in enumerate([(0,0,0), (1,1,0), (2,0,1), (3,1,1)]):
    pt = spline.bezier_points[i]
    pt.co = (x, y, z)
    pt.handle_left_type = pt.handle_right_type = 'AUTO'
curve_data.bevel_depth = 0.1
obj = bpy.data.objects.new("MyCurve", curve_data)
bpy.context.collection.objects.link(obj)

8. Import and export

bpy.ops.wm.obj_import(filepath="assets/chair.obj")
bpy.ops.import_scene.fbx(filepath="assets/chair.fbx")
bpy.ops.import_scene.gltf(filepath="assets/chair.glb")
bpy.ops.wm.obj_export(filepath="build/chair_out.obj")
bpy.ops.export_scene.gltf(filepath="build/chair_out.glb", export_format='GLB')
bpy.ops.wm.stl_export(filepath="build/chair_out.stl")

The OBJ operators are wm.obj_import / wm.obj_export; the old import_scene.obj / export_scene.obj were removed in 4.0. FBX and glTF stay under import_scene / export_scene.

9. Assign materials

mat_red = bpy.data.materials.new("Red")
bsdf = next(n for n in mat_red.node_tree.nodes if n.type == "BSDF_PRINCIPLED")
bsdf.inputs["Base Color"].default_value = (0.8, 0.05, 0.05, 1)
bsdf.inputs["Roughness"].default_value = 0.4
mat_red.diffuse_color = (0.8, 0.05, 0.05, 1)   # viewport colour only

mat_grey = bpy.data.materials.new("Grey")
obj.data.materials.append(mat_red)    # slot 0
obj.data.materials.append(mat_grey)   # slot 1
for i, poly in enumerate(obj.data.polygons):
    poly.material_index = 0 if i % 2 == 0 else 1

In Blender 5.0+ a new material already has a node tree with a Principled BSDF, and the use_nodes flag is deprecated (it warns and is due for removal in 6.0). On 4.x and older, set mat_red.use_nodes = True first. Find the node by type, not by its name, which is translated in non-English interfaces. diffuse_color affects only the viewport, not renders. A material_index needs a matching slot, so append both materials first.

10. Batch process files

import glob
for filepath in glob.glob("scenes/*.blend"):
    bpy.ops.wm.open_mainfile(filepath=filepath)
    for obj in bpy.data.objects:
        if obj.type == 'MESH':
            print(f"  {obj.name}: {len(obj.data.vertices)} verts")
    bpy.ops.wm.save_as_mainfile(filepath=filepath.replace(".blend", "_processed.blend"))

Examples

Example 1: Procedural spiral staircase

User request: "Generate a spiral staircase with 20 steps"

import bpy, math

def create_spiral_staircase(steps=20, radius=3, height=6):
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()
    step_height = height / steps
    for i in range(steps):
        angle = (2 * math.pi * i) / steps
        x, y = radius * math.cos(angle), radius * math.sin(angle)
        bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, i * step_height),
                                         scale=(1.5, 0.4, step_height * 0.8))
        bpy.context.active_object.rotation_euler.z = angle
    bpy.ops.mesh.primitive_cylinder_add(radius=0.2, depth=height, location=(0, 0, height/2))

create_spiral_staircase()
bpy.ops.wm.save_as_mainfile(filepath="/tmp/staircase.blend")

Example 2: Export all mesh objects as separate OBJ files

User request: "Export every mesh in my .blend as a separate OBJ"

import bpy, os
output_dir = "/tmp/exports"
os.makedirs(output_dir, exist_ok=True)
for obj in bpy.data.objects:
    if obj.type == 'MESH':
        bpy.ops.object.select_all(action='DESELECT')
        obj.select_set(True)
        bpy.context.view_layer.objects.active = obj
        bpy.ops.wm.obj_export(filepath=os.path.join(output_dir, f"{obj.name}.obj"),
                               export_selected_objects=True)

Run: blender scene.blend --background --python export_all.py

Example 3: Procedural terrain from heightmap

User request: "Generate a terrain mesh using sine waves"

import bpy, bmesh, math, random
bm = bmesh.new()
res, size = 50, 20
verts = []
for i in range(res):
    row = []
    for j in range(res):
        x, y = (i/res - 0.5) * size, (j/res - 0.5) * size
        z = math.sin(x*0.5) * math.cos(y*0.5) * 2 + random.uniform(-0.2, 0.2)
        row.append(bm.verts.new((x, y, z)))
    verts.append(row)
for i in range(res-1):
    for j in range(res-1):
        bm.faces.new((verts[i][j], verts[i+1][j], verts[i+1][j+1], verts[i][j+1]))
mesh = bpy.data.meshes.new("Terrain")
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("Terrain", mesh)
bpy.context.collection.objects.link(obj)

Guidelines

  • Always use --background when running from the terminal to skip the GUI
  • Use from_pydata() for simple static meshes; use bmesh for advanced operations
  • Always call mesh.update() after from_pydata() and bm.free() after bmesh
  • Use bpy.data for direct data access (fast); use bpy.ops for complex operations
  • Ensure correct object is active and selected before using operators
  • For batch processing, save to new files (not overwrite originals) unless requested
  • For large meshes (10k+ faces), prefer bmesh over repeated bpy.ops calls
  • Link objects to a collection — unlinked objects won't appear in the scene
  • Blender uses Z-up coordinates; account for this when importing from Y-up systems
  • Use mathutils for vector math and matrix operations (bundled with Blender Python)
  • Import/export operator names vary by Blender version; the ones listed here were run on 5.0.1 and match the 3.6+ names

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Scripts and configures production rendering in Autodesk 3ds Max with the V-Ray and Corona renderers: output size and files, render elements, denoising, light mix, batch and command-line rendering, and network rendering. Use when a user asks to set up a production render, render several cameras in one batch, render from the command line or on a render farm, add render passes for compositing, or cut render time for archviz and product shots.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1632026年10月4日 更新

Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, running scripts headless with 3dsmaxbatch, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1632026年10月4日 更新

3proxy

無料

3proxy is a small open-source proxy server that runs HTTP/HTTPS, SOCKS4/5, SNI and TCP/UDP port-mapping proxies from one config file. Use when a user asks to set up an HTTP or SOCKS5 proxy, add proxy users and passwords, write 3proxy access rules, chain or rotate upstream (parent) proxies, limit bandwidth, connections or monthly traffic per user, run 3proxy in Docker, or fix a 3proxy.cfg that will not start.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1632026年10月4日 更新

Builds Agent2Agent (A2A) servers and clients, the open protocol (originally from Google, now under the Linux Foundation) that lets AI agents from different frameworks call each other. Use when the user wants to create an A2A-compliant agent, build an Agent Card, implement task management, connect agents across frameworks, set up agent discovery, handle streaming responses, implement push notifications, or orchestrate multi-agent workflows. Trigger words: a2a, agent to agent, agent2agent, a2a protocol, a2a server, a2a client, agent card, agent interoperability, agent collaboration, multi-agent, agent discovery, a2a sdk, a2a task.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1632026年10月4日 更新

Plans a controlled experiment (A/B test) so its result can be trusted: writes the hypothesis, picks one primary metric and the guardrails, computes sample size and run time, specifies how visitors are assigned and when exposure is logged, and reads out the result with a confidence interval. Use when someone says "set up an A/B test", "split test this page", "how many visitors do I need", "how long should the experiment run", "is this result significant", "can I stop the test early", or wants to test a headline, price, layout or onboarding change against the current version.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1632026年10月4日 更新

ably

無料

Ably is a hosted realtime messaging service: clients publish and subscribe to named channels over WebSockets, see who is present, replay message history, and resume after a dropped connection. Use when a user asks to "add realtime updates", "push live notifications to the browser", "show who is online", "add a chat room with typing indicators", "publish from a serverless function", or "authenticate Ably clients without exposing the API key". Covers the ably 2.x JavaScript SDK (Realtime and REST), JWT token authentication, presence, history and rewind, batch publishing, and the @ably/chat 1.x SDK.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1632026年10月4日 更新

TerminalSkills のスキルをすべて見る

このスキルの問題を報告する