blender-modelinglisted
Install: claude install-skill MAX-786/claude-3d-harness
# Blender Modeling
Create geometry in Blender via natural language. You emit Python code that the Blender MCP executes; the patterns below cover the common 80%.
## Decision tree
```
What kind of geometry?
├── Hard-surface (vehicles, weapons, architecture, props)
│ → Cube primitive + Bevel + SubSurf modifier stack
│ → See "Hard-surface stack" recipe
│
├── Organic (characters, creatures, plants — block-out only)
│ → Ico Sphere + sculpting (or Voxel Remesh for shape)
│ → For sculpting strokes, redirect: it's gestural, not text-driven
│
├── Architectural / repeating (fences, columns, tile)
│ → Plane/Cube + Array modifier (+ Curve modifier for paths)
│ → See "Array along curve" recipe
│
├── Cylindrical (pipes, columns, bottles)
│ → Cylinder primitive, or Curve + bevel_object
│ → See "Sweep along path" — covered in wireframe-to-3d if needed
│
├── Holes / cuts in existing geometry
│ → Boolean modifier (DIFFERENCE)
│ → See "Boolean cut" recipe
│
└── Quick block-out from primitives only
→ Multiple primitive_*_add calls
→ See "Block-out scene" recipe
```
## Code-execution rules (recap)
- Each `mcp__blender__execute_blender_code` call gets a fresh Python namespace. Re-import everything; identify objects by `bpy.data.objects['name']`.
- Always name objects with `GEO-` prefix. Never leave `Cube.027`.
- Print structured output back so you can parse results.
- Chunk long sequences into multiple calls.
## Recipes
### Critical: axis orientation for elongated