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qwen-mm-plugins-blender

Use whenever a task involves building or editing a 3D scene or asset in Blender — modeling, characters/people, architecture/interiors, terrain/landscapes, props, materials, lighting, or rendering. Covers discovering installed add-ons, using generators, importing and REFINING ready-made assets, and matching the result to the spec. Requires a running Blender instance with the blender-mcp addon (see Prerequisite).

DeepseekModel Curated skill Quality Excellent · 90 v1.0.0

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name qwen-mm-plugins-blender description Use whenever a task involves building or editing a 3D scene or asset in Blender — modeling, characters/people, architecture/interiors, terrain/landscapes, props, materials, lighting, or rendering. Covers discovering installed add-ons, using generators, importing and REFINING ready-made assets, and matching the result to the spec. Requires a running Blender instance with the blender-mcp addon (see Prerequisite). You build 3D content in Blender by writing Python (via the execute_blender_code tool) against a running Blender instance. Quality bar: the result must actually match the request — not a rough pile of primitives, and not a bare unedited import. Prerequisite: a live Blender + addon (started for you on first use) These tools are a thin client : they run Python against a running Blender carrying the blender-mcp addon (bundled in this plugin), and do not launch Blender while serving. Normally you start nothing — just call a tool. Default (plugin install): QWEN_MM_AUTOLAUNCH=1 is preset, so the first tool call brings Blender up itself: it auto-installs the pinned Blender 4.2.x if missing (Linux-x86_64, rootless, ~300 MB one-time) and starts it with the bundled addon on $BLENDER_HOST:$BLENDER_PORT (default localhost:9876 ). Just call a tool such as get_scene_info ; the first call may take a minute or two while it downloads (expected), later calls are instant. Don't shell out to qwen-mm-plugins-blender --launch-app under a plugin install — that console entry lives inside the uvx environment, not your shell PATH ( command not found ). Use it only from a source checkout, or for a manual / GUI start: python3 src/capabilities/blender/qwen_mm_plugins_blender --launch-app # headless (xvfb) python3 src/capabilities/blender/qwen_mm_plugins_blender --launch-app --gui # real display Auto-launch can't cover two things: (1) auto-download is Linux-x86_64 only — elsewhere install Blender yourself ( apt install blender | brew install --cask blender ); (2) a headless box needs a virtual display ( apt install xvfb , needs root). If a tool reports it can't connect, it's almost always one of these — the error message spells out which; from a checkout, ... --check-system lists every missing system tool. Core workflow: build → REFINE → verify (never skip refine) Generating or importing something is only step 1. A bare import, or a loose pile of assets, is NOT an acceptable final result. Always: Decompose the request into concrete objects, real-world sizes, layout, materials, and lighting. Get base geometry — prefer a generator or a ready-made asset when one genuinely fits . If nothing fits well, build it from scratch (primitives + modifiers + bmesh / geometry nodes); do NOT force an ill-fitting asset just to avoid modeling. Refine deeply to spec — transforms (scale/position/orientation) are the bare minimum, not the goal. A good result usually needs substantial work on top of the base: correct proportions and real-world dimensions; edit/add/remove geometry and fix topology; model the details the request implies; combine/kitbash parts from several sources; author or tune materials and shading (not the defaults); set up lighting; and make objects relate correctly to one another (contact, alignment, consistent scale). Keep going until the object truly looks like what was asked. Verify and iterate — render ( bpy.ops.render.render ) or capture get_viewport_screenshot , compare against the request, and fix the gaps. Repeat until it genuinely matches. Always call get_scene_info after a task to confirm the changes landed. Discover what's installed (do this before assuming) Add-on sets differ per machine — introspect the running Blender instead of guessing: import bpy print ([a.module for a in bpy.context.preferences.addons]) # enabled add-ons print ([x for x in dir (bpy.ops.mesh) if not x.startswith( "__" )]) # available mesh operators Using add-ons Operator-based add-ons (Archimesh, A.N.T. Landscape, Tissue, and most add-ons): call the operator directly — operator names ( bl_idname ) are global and do NOT depend on how the add-on was installed: Architecture (rooms/doors/windows/stairs/kitchen): bpy.ops.mesh.archimesh_room() , .archimesh_door() , .archimesh_window() , .archimesh_stairs() , .archimesh_kitchen() Terrain/landscape: bpy.ops.mesh.landscape_add(...) — if it raises a poll() error, wrap the call in bpy.context.temp_override(...) with a VIEW_3D area + WINDOW region; set smoothing via mesh.polygons[i].use_smooth=True (not shade_smooth() ). Repeating patterns (brick walls, panels, honeycomb): select a base object + a component object, then bpy.ops.object.tissue_tessellate() . Python-API add-ons installed as extensions (Blender 4.2+): the module lives under the bl_ext.user_default.<id> namespace, NOT the bare name. For MPFB (human generator): from bl_ext.user_default.mpfb.services.humanservice import HumanService human = HumanService.create_human() Portable form (works whether it's a legacy add-on or an extension): import importlib, bpy mod = next ((m for m in bpy.context.preferences.addons.keys() if m.split( '.' )[- 1 ] == 'mpfb' ), 'mpfb' ) HumanService = importlib.import_module(mod + '.services.humanservice' ).HumanService human = HumanService.create_human() create_human() returns the body mesh only. Apply skin/eyes/teeth (MPFB's MaterialService / the installed system-assets pack) so it isn't a gray mannequin, then adjust proportions/morphs toward the target. Ready-made assets (download at runtime — then refine) Furniture & finished models: search_sketchfab_models → download_sketchfab_model (check the preview with get_sketchfab_model_preview first). Materials / HDRIs / props: search_polyhaven_assets → download_polyhaven_asset ; apply a texture with set_texture . Generate a custom single item: generate_hyper3d_model_via_text / ..._via_images → poll_rodin_job_status → import_generated_asset (or the Hunyuan3D equivalents). Generators are for a single item — don't generate a whole scene or the ground in one shot. An imported/generated asset is a starting point, not the deliverable. Normalize scale and placement, then refine it to the request: adjust proportions/geometry, fix or replace materials, add missing detail, and combine with other parts. After importing, always check the world_bounding_box and adjust location/scale/rotation so objects sit correctly and don't clip. If the closest asset is still a poor match, discard it and build from scratch. Nature without add-ons Scatter (grass/rocks/trees): Geometry Nodes "Distribute Points on Faces" + "Instance on Points". Sky/sun lighting: a world Sky Texture node with sky_type='NISHITA' . Reminder Use generators and ready-made assets when they genuinely fit — but acquiring one is the start, not the finish, and forcing a poor-fit asset is worse than modeling from scratch. The deliverable is a scene/asset that truly matches the request, which usually takes real modeling, material, and lighting work well beyond simple transforms.
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Field Description
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skill_idUnique skill ID
nameSkill name
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descriptionDescription
categoryCategories (array)
trigger_wordsTrigger words
tagsTags
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system_promptSystem prompt body
model_configModel config: provider / model / temperature / max_tokens / top_p
examplesExamples
install_guideImport guide for Coze / Dify / Claude / custom frameworks
The same skill can be exported in different platform formats.
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Coze Markdown with frontmatter, for Coze platform import Download
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