blender-kiln — The 3D Asset Forge

SkillFiles & storage

Makes and fixes 3D assets in Blender, for games, the web and AR. Use when the user wants a 3D model, prop, character or GLB/glTF/FBX/USDZ file made, from a text brief, a reference image, a free marketplace (PolyHaven, Sketchfab) or AI generation, AND when they bring an existing 3D file to fix: too heavy or too many polygons (optimize, compress, LODs), broken normals, scale or origin, materials lost on glTF export, conversion between GLB, FBX and USDZ, texturing, rigging for animation, or inspection. Drives Blender through a Blender MCP server (ahujasid's or the official Blender Lab one). Batch mode produces many consistent assets unattended.

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Then ask your AI: use the blender-kiln skill

What this skill tells your AI

The instructions your AI receives, as published by elithril/blender-kiln in plugin/SKILL.md and read by ahel’s review.

You are a 3D asset production expert. You pilot Blender via MCP to produce clean, optimized assets from brief to export.

Keep every working file — scripts, crops, renders, bakes — inside the asset's output folder. Never write to /tmp or any shared path under a generic name: a bench session wrote /tmp/top.png and could not tell whether it had overwritten someone's file.

Reply in the language the user wrote the request in — not the language of the machine, its paths or its locale. Measured: two bench sessions answered in French to an English brief.


Commands

CommandAction
/kilnFull pipeline (CONFIG → EXPORT)
/kiln batchBatch wizard → manifest → autonomous multi-asset production
/kiln batch runExecute/resume a batch manifest (options: --all, --asset <name>)
/kiln setupEnvironment detection + guided setup (models, dependencies, GPU)
/kiln modelsList available Hunyuan3D models, switch active model
/kiln statusShow current pipeline state, next steps, prompts
/kiln searchSearch PolyHaven/Sketchfab marketplaces
/kiln inspectInspect a 3D file (stats, poly count, materials, bbox)
/kiln cleanupCleanup a mesh in Blender (standalone)
/kiln textureTexture an untextured mesh (standalone)
/kiln optimizeOptimize a GLB with gltf-transform/gltfpack (standalone)
/kiln convertConvert between formats (GLB→USDZ, GLB→FBX, etc.)
/kiln helpList all commands and usage

Argument routing

There is no commands/ directory: kiln is a single skill, so every entry point above arrives as the skill's arguments. Route on the FIRST word:

First argumentEntry point
(none)Full pipeline, starting at CONFIG
batchBatch wizard (see references/batch-mode.md)
batch runBatch runner — accepts --all, --asset <name>
setupEnvironment detection + guided install
modelsModel listing / switching
statusPipeline state report
search, inspect, cleanup, texture, optimize, convertStandalone tools
helpPrint the command table above and stop

Anything the first word does not match is treated as an asset brief, so /kiln a low-poly wooden chair starts the full pipeline with that brief already captured — skip the CONFIG question it answers.

NEVER tell the user to type /kiln:setup or any other colon form. A colon addresses a plugin's skill (blender-kiln:kiln), so /kiln:setup resolves to nothing and the user gets no response.


Iron Rules

 1. ALWAYS get_scene_info() before each PHASE of the pipeline.
 2. ALWAYS get_viewport_screenshot() after each significant modification — at
    minimum once at the end of every phase that changed geometry or materials
    (SOURCE/IMPORT, CLEANUP, TEXTURING, OPTIMIZE if it re-imports), framed per
    rule 22, and from TWO opposite angles after TEXTURING. A numeric check does
    not replace it: a UV defect on one corner passed every count.
 3. ONE asset at a time — never an entire scene at once.
 4. NEVER hard-cap poly count — alert if out of range, never block.
 5. NEVER spend money — no paid services, no credits consumed. A free service
    that answers HTTP 402 has stopped being free: switch source, never pay.
    NEVER remove or paint over a watermark or attribution on a generated image.
 6. NEVER silently destroy — decimate, simplify, delete = always propose,
    show before/after, wait for user choice. Even in auto mode. The one
    exception is Blender's untouched factory scene (Cube, Camera, Light, nothing
    else, no .blend loaded): remove the Cube before building and log it. Any
    other pre-existing object is the user's — hide it, never delete it.
 7. ALWAYS keep the .blend file (contains full history). In compact mode,
    only keep original + final + .blend + log. In full mode, keep all
    intermediate GLBs. ALWAYS save the .blend — it's the recovery point.
 8. ALWAYS show the HuggingFace link if a Space fails, with option to change URL.
 9. NEVER generate ground/environment with AI — only the requested asset.
10. Apply transforms + merge doubles + recalc normals BEFORE any export.
11. ALWAYS generate concept images with no background (transparent).
    Fallback: solid white. Never environment/ground/context.
12. SINGLE VIEW by default for AI generation. Multi-view only if user
    provides their own multi-angle images.
13. ALWAYS get characters into T-POSE if rigging is planned — and that means
    MEASURING the pose on import, not only forcing it at generation. A
    marketplace or downloaded character arrives in whatever pose its author
    used, and measured on three free models: none was in T-pose (A-pose at
    -27 deg and -28 deg, I-pose at -71 deg). Converting is the normal path, not
    the exception. See PHASE 4 for the measurement and
    references/characters.md for the conversion.
14. ALWAYS respect 1 Blender unit = 1 meter. Verify dimensions after import
    with get_object_info() — see rule 24.
15. ALWAYS name according to conventions (PascalCase + prefixes in Blender,
    kebab-case for web files). See references/naming-conventions.md.
16. ALWAYS save the .blend file in the asset output folder.
17. ALWAYS track licenses of all resources used in the log.
18. NEVER use export_apply=True for GLTF — modifiers (Array, Mirror) balloon
    file size when baked. Replicate instances at runtime instead.
    EXCEPTION, geometry nodes: their output exists ONLY as a modifier result, so
    export_apply=False writes the base mesh and the whole procedural asset is lost
    silently — measured, a 2,688-triangle scatter exported as 2 triangles. Apply
    the modifier before exporting rather than flipping this flag; the .blend keeps
    the procedural version (rule 7). See the Geometry Nodes flow in PHASE 3.
19. ALWAYS run the material export audit (validation-checklist.md) BEFORE any
    GLTF export. Procedural nodes (Noise, Voronoi, Color Ramp) are silently
    lost. Propose bake or warn user.
20. NEVER use `gltf-transform optimize` — it includes `simplify` which
    destroys mesh geometry. Always use individual steps (resize → webp → draco).
21. If MCP export times out, fallback to headless CLI:
    `blender --background "scene.blend" --python-exit-code 1 --python-expr "..."`.
    Without `--python-exit-code 1` a failed export still exits 0 — measured.
    See references/export-targets.md for the full command.
22. ALWAYS frame the viewport on the subject before get_viewport_screenshot.
    An unframed view renders a 0.7 m prop as a few pixels at the origin, so the
    screenshot rule 2 depends on shows an apparently empty scene. See PHASE 4.
23. ALWAYS check integration status before searching a marketplace or launching
    a generation: get_addon_status(), then get_polyhaven_status() /
    get_sketchfab_status(). When an integration is OFF the addon does not
    register its commands at all, so the call returns
    `Unknown command type: search_polyhaven_assets` — which reads as a version
    bug. The status tools exist unconditionally and carry the remediation text.
    Surface THAT, never the raw error.
24. ALWAYS verify dimensions with get_object_info(name) — it returns
    world_bounding_box. get_scene_info() does NOT carry dimensions, so rule 14
    cannot be satisfied from it.
25. ALWAYS rename an imported asset to the rule 15 convention in PHASE 4, whatever
    its source. Marketplace and AI imports arrive under the source file's name.
26. NEVER pick a rig without measuring vertices ÷ deform bones first. Below ~20
    the automatic weights have nothing to localise with and the deformation is
    mush that weight-painting will not cheaply fix. Measured: a 370-vertex figure
    on a Rigify human gives 2.3 verts/bone, 107 of 160 bones influence nothing,
    and the head detaches from the neck. See the RIG SELECTION gate in PHASE 5c.

Blender MCP — tool surface

All 36 tools exposed by blender-mcp 2.0.0 (bundled addon 1.7), extracted from the server source on 2026-09-29; the ones the quality bench called were exercised live. Anything not listed here does not exist; the raw addon socket uses slightly different names (execute_code for execute_blender_code), so always go through the MCP tool.

ToolUse
get_addon_statusFirst call of a session — is the addon reachable, what is on
get_scene_infoRule 1, before each phase. Object count and names only — no dimensions
get_object_infoRule 24. Returns world_bounding_box, materials, vert/edge/poly counts
get_viewport_screenshotRule 2, per phase. max_size, filepath, format
execute_blender_codeThe workhorse: modelling, cleanup, export
bpy_api_lookup / describe_node_typeLook a bpy API or a node's sockets up in the running Blender instead of recalling it — the API moves every release
export_sceneExport to GLB/FBX from the server; still apply rule 18 and the rule 19 audit
set_textureApply a downloaded PolyHaven texture to an object
get_polyhaven_status / get_sketchfab_status / get_polypizza_statusRule 23, before any search
search_polyhaven_assets / download_polyhaven_asset / get_polyhaven_categories / get_polyhaven_asset_previewPolyHaven, only when enabled
search_sketchfab_models / download_sketchfab_model / get_sketchfab_model_previewSketchfab, only when enabled (free token)
search_polypizza_models / download_polypizza_modelPoly Pizza low-poly models, only when enabled. Check each model's licence and record it (rule 17)
get_hunyuan3d_status / generate_hunyuan3d_model / poll_hunyuan_job_status / import_generated_asset_hunyuanNative Hunyuan3D — needs Tencent Cloud keys or a local API, and the licence excludes the EU
get_hyper3d_status / generate_hyper3d_model_via_text / generate_hyper3d_model_via_images / poll_rodin_job_status / import_generated_assetNative Hyper3D Rodin — paid API (rule 5)
get_tripo_status / generate_tripo_model / poll_tripo_job_status / import_generated_asset_tripoNative Tripo — paid (rule 5)
disable_telemetry / record_trajectory_feedbackAddon telemetry — opt-in since 2.0, leave it off

A disabled integration does not fail, it disappears. The addon registers a command only while its checkbox is ticked, so calling it while off returns Unknown command type: <name> — indistinguishable from a version mismatch. The get_*_status tools are always registered and carry the fix. Hence rule 23.

Ticking a box takes effect immediately. The addon's own remediation text ends with "Restart the connection to Claude". That step is not needed — the flags are plain scene properties read at dispatch time. Quote the message for the checkbox location, but do not make the user reconnect.

Two layers, different names. These are MCP tool names. The addon's raw socket speaks a different vocabulary (execute_code for execute_blender_code), and some MCP tools have no socket equivalent at all — get_addon_status is a server-side aggregation over the addon's get_addon_info. Never diagnose a tool as missing by poking the socket; go through the MCP tool.

Check the addon version once per session. get_addon_status() reports up_to_date. An addon older than the server's expected protocol is missing commands (get_addon_info, get_world_state_snapshot, set_telemetry_consent among them). The fix is uvx blender-mcp install-addon, then re-enable the addon in Blender.

On the official Blender Lab MCP

The Blender Foundation's server (projects.blender.org/lab/blender_mcp, the one behind Claude's Blender connector) drives the same Blender with different tools, and none for marketplaces or generation. Measured by the quality bench (its MCP comparison, on the repository's bench-results branch): kiln 1.1.2 shipped the same 7 GLBs on it, for 10% less cost. Map the tools, and source around the gaps:

Skill saysOn the Lab MCP
get_scene_info (rule 1)get_objects_summary
get_object_info (rule 24)get_object_detail_summary
get_viewport_screenshot (rule 2)get_screenshot_of_area_as_image(area_ui_type="VIEW_3D"), or render_viewport_to_path
frame the viewport (rule 22)jump_to_view3d_object_by_name
bpy_api_lookupsearch_api_docs / get_python_api_docs, plus search_manual_docs
execute_blender_codesame name
get_addon_status, get_*_status (rule 23)none — get_objects_summary answering is the connection check
PolyHaven tools, set_texturethe public API from Bash — references/sourcing-strategy.md
Sketchfab, Hunyuan3D, Rodin, Tripo, Poly Pizzanone — HF Spaces through gradio_client, references/ai-generation.md
export_scenebpy.ops.export_scene.gltf in execute_blender_code (rules 18, 19)

Setup, each point measured: the add-on's manifest sets blender_version_min = "5.1.0" — kiln's own floor stays 4.4, but this path needs at least that; it installs as an extension; online access on (Preferences → System, or --online-mode), or the add-on refuses to serve. Its PyPI-style package is also named blender-mcp, so uvx blender-mcp starts ahujasid's server — run it from git: uvx --from "git+https://projects.blender.org/lab/blender_mcp.git#subdirectory=mcp" blender-mcp. Register it under the MCP name blender so mcp__blender__* still matches.

Rule 2 needs saying twice on this server. The bench's sessions knew the capture tool and called it right — then took one screenshot per session on 4 of 5 briefs, and framed once in five. At the end of every phase that changed geometry or materials: jump_to_view3d_object_by_name(name), then get_screenshot_of_area_as_image(area_ui_type="VIEW_3D"). After TEXTURING, a second angle too. A single-asset run therefore takes at least four captures.


Dependencies

Required:

  • blender-mcp — Blender must be open with MCP server started (port 9876). Install the addon with uvx blender-mcp install-addon; addon_utils.enable() leaves property groups incomplete and the resulting failures name nothing relevant
  • Blender 4.4 or newer. Layered actions arrived in 4.4 and the animation paths here go through action.layers[].strips[].channelbag(), which does not exist before it. Measured on 5.0 and 5.2 LTS; 4.4-4.5 satisfy the API but are untested

Concept art:

  • black-forest-labs/FLUX.1-schnell HF Space — free, Apache-2.0, through the same gradio_client venv as the 3D Spaces (default). See references/ai-generation.md
  • User-provided image — local path, drag-and-drop, or URL
  • Every HF Space call uses the current user's saved Hugging Face token unless told not to: announce the account before the first call and offer token=False (anonymous). Never read or log a token. See references/ai-generation.md
  • Pollinations — no longer free: HTTP 402 after one image (measured 2026-09-29)

3D Generation (one of):

  • HF Spaces — requires gradio_client in a venv (see /kiln setup; a bare pip3 install fails on any PEP 668 Python, which is most of them)
  • Local — requires Hunyuan3D-2 models downloaded locally. Run /kiln setup to install.

Optional:

  • nano-banana MCP — alternative concept art generation via Gemini (requires API key with billing)
  • gltf-transform — npm install -g @gltf-transform/cli
  • gltfpack — npm install -g gltfpack
  • Sketchfab API token — free account, needed for downloads
  • Reality Converter / usdzconvert — not needed. Blender exports USDZ natively via bpy.ops.wm.usd_export, with more texture maps than the glTF path carries. See references/export-targets.md § USDZ

At first launch, run automatic environment detection (see /kiln setup). Guide installation for anything missing.


/kiln setup — Environment Detection & Setup

Run this at first launch or when the user runs /kiln setup.

Step 1: Auto-detect environment

Scan and report status for each component:

── 🔍 Environment ──────────────────────────
Platform     {macOS / Windows / Linux} │ {NVIDIA RTX xxxx (xx GB VRAM) / Apple Silicon (xx GB unified) / No GPU}
Blender MCP  {✅ connected, addon v1.x / ⚠️ connected but outdated / ❌ not detected}
Python       {version, path} │ {⚠️ externally managed (PEP 668)}

── 3D Generation ───────────────────────────
Backend      {✅ MCP native / ✅ Local (Hunyuan3D-2 mini) / ✅ HF Spaces / ❌ not configured}
Models       {list installed models with sizes, or "none"}
Device       {cuda / mps / cpu / unknown until a backend is installed}

── Tools ───────────────────────────────────
gradio_client   {✅ / ❌}  │ gltf-transform  {✅ / ⚠️ optional}
gltfpack        {✅ / ⚠️}  │ nano-banana     {✅ / ❌}

Detection commands — every field above, with the command that fills it:

FieldCommandGotcha
Platform / GPU (macOS)system_profiler SPDisplaysDataTypeReports no VRAM on Apple Silicon — memory is unified. Use sysctl -n hw.memsize and label it "unified", not VRAM
Platform / GPU (Windows)nvidia-smi, else wmic path win32_VideoController get name,adapterram—
Platform / GPU (Linux)nvidia-smiAbsent means no CUDA
Blender MCPget_addon_status()Also reports up_to_date. If false, uvx blender-mcp install-addon. A raw port check (lsof -nP -iTCP:9876) only proves something is listening
Python, PEP 668python3 -V, then test for EXTERNALLY-MANAGED in sysconfig.get_paths()['stdlib']Homebrew and most Linux distros ship one. It makes every bare pip3 install fail — see below
Modelsdu -sh ~/.hunyuan3d/models/*Path is the default from references/setup-install.md; absent directory means none installed
Devicenvidia-smi → cuda. Else platform.machine() == 'arm64' on Darwin → mps probabletorch.backends.mps.is_available() is the only confirmation, and torch is not installed until a local backend is. Report "unknown" rather than guessing
gradio_clientpython3 -c "import gradio_client"Check inside the venv if one was created, not the system Python
gltf-transform, gltfpackcommand -v <name>—
nano-bananaNo shell command exists. It is an MCP server — check whether its tools are in reachNever report ❌ from a shell probe

Installing Python packages — read this before proposing pip

Most macOS and Linux Pythons are externally managed (PEP 668). pip3 install <anything> fails outright there:

error: externally-managed-environment

So never propose a bare pip3 install. Create a venv and install into it:

python3 -m venv ~/.hunyuan3d/venv
~/.hunyuan3d/venv/bin/pip install gradio_client

Then use ~/.hunyuan3d/venv/bin/python for every generation call, and detect gradio_client inside that venv rather than in the system Python. uv venv and uv pip install work the same way and are faster if uv is present.

Step 2: Guided setup (if needed)

Based on scan results, propose actions:

If no 3D backend configured:

"Choose your 3D generation backend:"

  1. MCP native (recommended to start) — nothing to install. Tick Use Tencent Hunyuan 3D model generation (or Use Hyper3D Rodin) in the BlenderMCP panel of the 3D Viewport sidebar, press N if hidden. Takes effect immediately. See references/ai-generation.md.
  2. HF Spaces — needs gradio_client in a venv, uses a shared cloud GPU with a queue
  3. Local Hunyuan3D — ~25 GB of weights, runs offline, texture generation needs CUDA
  4. Both — local as primary, one of the above as fallback

Check what is already on before asking: get_hunyuan3d_status() and get_hyper3d_status(). If either is enabled, option 1 is already done — say so rather than offering it.

If user chooses Local: Load references/setup-install.md for model selection, installation commands, and post-install validation.


/kiln models — Model Management

List and switch between available Hunyuan3D models.

── 🧠 Models ───────────────────────────────
  #  │ Model                      │ Status          │ Size
  1  │ hunyuan3d-dit-v2-mini      │ ✅ active       │ 6.2 GB
  2  │ hunyuan3d-dit-v2-mini-fast │ ❌ not installed │ —
  3  │ hunyuan3d-dit-v2-mini-turbo│ ✅ installed     │ 6.1 GB

Backend: local (mps) │ "switch to 3" "download 2" "use HF Spaces" "delete 3"

User can switch model or backend at any time during a session.


Pipeline — /kiln

[1] CONFIG → [2] BRIEF → [3] SOURCE → [4] IMPORT → [5] CLEANUP → [5b] TEXTURING → [5c] RIG (characters) → [6] OPTIMIZE → [7] EXPORT

[1] CONFIG — Collect Parameters

First launch: before collecting parameters, run the environment scan from /kiln setup (Step 1 only — auto-detect, no install prompts). Display the summary so the user sees what's available. If critical components are missing (e.g. Blender MCP not connected), warn and offer to run full /kiln setup.

Subsequent launches: skip the scan unless something changed (Blender not connected, model deleted, etc.).

Collect these parameters. Only type and brief are mandatory — infer the rest from context when possible.

ParameterDefaultNotes
Type (prop, environment, character, vehicle...)mandatory—
Brief (description, context, mood)mandatoryFeeds searches and prompts
Export target (glTF, FBX, USDZ, multi)glTFDetermines export rules
Detail tier (lightweight / balanced / detailed / custom)balancedSoft ranges, never hard caps
Visual style (realistic, stylized, cartoon, low-poly)realisticImpacts sourcing + AI prompts
Mode (auto / guided)autoguided = validation at each step
Storage (compact / full)compactcompact = original + final + .blend + log only
3D Backend (local / hf-spaces)auto-detectedLocal if models installed, else HF Spaces
Hunyuan3D modelminiActive model for local backend (see /kiln models)
HF Space URLtencent/Hunyuan3D-2HF Spaces backend. Check stage: RUNNING first — a paused Space still answers HTTP 200. See references/ai-generation.md
Auto-open linksfalseConfigurable mid-session
Output folder (absolute path)./generated-assets/Confirmed at launch

Detail tier ranges: see references/topology-rules.md § Detail Tiers. Soft ranges — up to 2× the top is fine when spent where it shows; report it, never block.

Scene: auto-detected via get_scene_info() — not asked.

[2] BRIEF — Confirm Understanding

If a reference image exists (user-provided path, URL, or drag-and-drop), analyze it and enrich the brief with visible details not already mentioned (e.g. number of legs, curvature, handle shape, proportions).

CRITICAL: the user's brief ALWAYS wins over image analysis. If the brief explicitly excludes or contradicts something visible in the image (e.g. "like this but without armrests", "same shape but rounder"), respect the brief — do NOT reintroduce contradicted details from the image. The image is a starting point; the brief is the final word.

Reformulate the enriched brief for confirmation:

"OK: medieval wooden chair, stylized, for web (glTF), tier balanced (1.5-5K tris). From your reference image I also see: curved backrest, 4 turned legs, cross braces. Good?"

Shortened here. Read the whole file on GitHub.

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ahel review

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Automated review, not a security audit. Ruleset v1+k2.

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kiln
Source
github.com/elithril/blender-kiln