xliuxjianx/blender-production-skills/blender-production-router

Claude Code and agent skill by xliuxjianx/blender-production-skills

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Orchestrate production-grade Blender work by probing the installed Blender version, retrieving relevant official Blender documentation, assigning visual design intent, classifying shape grammar and geometry/deformation/procedural/physics/shading needs, comparing direct Blender components with node systems, creating staged artifacts, and routing to specialist skills. Use for every non-trivial Blender creation, reconstruction, simulation, animation, environment, or scene-modification request, esp…

Install

npx vskill@latest install xliuxjianx/blender-production-skills/blender-production-router

Semi-extensibleMentions customization, but needs skill-specific knowledge. Read the extensible skills standard

SKILL.md

Blender Production Router

Act as a production supervisor, not a primitive scene assembler.

Sole State Authority

Own task_route.json, stage_state.json, retry budgets, rollback targets, visual pauses, and any project-deletion question. Specialists may report evidence and local repair requests, but they may not reroute the task, restart complete analysis, advance stages, consume retries, or roll back work. Geometry Validation reports PASS, WARN, or FAIL; the Router decides the response.

Supervisory Priority

Choose one primary success criterion before routing specialists:

  • For a reference-locked shot, prioritize visible-frame P0 fidelity, then correct object/material identity, then technical integrity, then artifacts and metrics.
  • For a reference-guided environment, prioritize coherent spatial regions, traversable or

structurally valid connections, scale, and the reference camera together. The reference frame remains a required view, not permission to build a 2.5D set.

  • For a reusable or animated asset, prioritize deformation/export integrity, then visible form, then presentation evidence.
  • Treat JSON files, screenshots, and validator output as evidence of work, never as the work itself.

When requirements compete, preserve the last visually accepted checkpoint and choose another implementation. Never move an accepted camera, silhouette, hierarchy, or lighting direction only to reduce a validator warning. A concrete geometry FAIL on a required visible object still blocks that object; an advisory WARN on a helper or intentional exception does not outrank the primary success criterion.

Start Here

  1. Inspect the current scene before changing it. Preserve the existing World, cameras, collections, objects, and materials unless the request explicitly replaces them.
  2. Detect Blender capabilities with scripts/probe_blender_capabilities.py when the cache is absent or the Blender version changed.
  3. Classify the request before modeling. Route visual intent for scenes and standalone assets to

blender-scene-design, then separate:

  • fixed shot, reusable asset, navigable environment, or animated environment deliverable;
  • camera region, spatial axes, connected regions, elevations, and hidden support space;
  • unique static form;
  • topology or volume connection;
  • predictable deformation;
  • mechanical motion;
  • repetition or distribution;
  • time-dependent physical phenomenon;
  • material or shading appearance;
  • reference-locked reconstruction.

Also classify the construction grammar of each major form: subtractive opening, additive fusion, fixed-vector repetition, path repetition, swept profile, revolved profile, predictable deformation, one-time snapped placement, persistent conformity, sampled relief, unique form, or physical response. Do this before deciding how many primitives to create. When one or more images define the target, route reference interpretation to blender-reference-reconstruction. Pass the minimum-analysis entry check before reversible Blockout; complete Gate R0 and the affected part analysis before formal topology or systems.

  1. For version-sensitive or unfamiliar systems, query only official Blender sources with

scripts/search_official_blender_docs.py. When route_blender_task.py writes artifacts, it resolves official_doc_resolution against the detected Blender major/minor cache and records only the relevant pages. Set BLENDER_PRODUCTION_OFFLINE=1 to force cached-only behavior.

  1. For a non-trivial task, run scripts/route_blender_task.py to create the public artifacts before executing product work. Keep initial artifacts skeletal. Expand only fields that change a route, gate decision, repair, or final handoff; do not spend a visual iteration elaborating administrative detail.

For image-defined work, resolve reference_derivatives.json at startup: attempt one depth-map guide and one neutral white-model guide only when image generation/editing is available. Mark unavailable or failed attempts as non-blocking and continue. Generated guides are hypotheses, never reference truth or topology evidence. When the user explicitly requests a local asset, node preset, Blueish asset, or Asset Browser entry, or when the selected route is a node-centric/reusable node system, load blender-local-asset-library for read-only candidate discovery and source inspection. Use a passed runtime probe as eligibility evidence, then let the owning specialist inspect and task-scene validate the actual graph. It cannot import an opaque graph or change the route on its own.

  1. Load only the specialist skills selected by the route:
  • blender-scene-design
  • blender-reference-reconstruction
  • blender-direct-surface-modeling
  • blender-assembly-structure
  • blender-deformation-rigging
  • blender-simulation-effects
  • blender-procedural-systems
  • blender-geometry-nodes-studio
  • blender-local-asset-library when explicitly requested or when the selected node-centric

route has eligible local catalogs

  • blender-material-surfacing
  • blender-lighting-analysis
  • blender-npr-eevee
  • blender-npr-cycles
  • blender-geometry-validation

Read references/production-protocol.md for stage gates, references/topology-first-production-contract.md before any modeling task, and references/artifact-contract.md for artifact schemas. Read references/native-component-contract.md before choosing or scripting a construction method. Read references/system-choice-contract.md for every direct-component versus node-system decision. For architectural openings, stairs, repeated modules, rails, pipes, trim, snapping, or geometric relief, also read ../blender-direct-surface-modeling/references/construction-method-playbook.md.

Store runtime caches under %USERPROFILE%\.codex\cache\blender-production-suite\<major.minor>\: use blender_capabilities.json and official_blender_docs_index.json. Rebuild both when the detected major/minor version changes. When the network is unavailable, use only a previously live-verified cache plus RNA probing and mark official-document verification as cached rather than current.

Routing Rules

  • Use blender-scene-design for the visual thesis, focal hierarchy, depth layers, visual flow,

camera mobility, representation budget, and performance budget. It never owns construction or state.

  • Use blender-reference-reconstruction before other specialists when an image defines visible-frame composition, object or material identity, lighting, aging, or photographic treatment. This skill supervises evidence and convergence while downstream skills still own construction.
  • Use direct topology, subdivision control cages, Boolean, remesh, sculpt, or retopology for unique static form.
  • Use one host volume plus a reusable Boolean Difference cutter for a door, window, arch, niche,

or portal in one monolithic wall. Build separate jamb/lintel pieces only when they are genuinely separate construction members.

  • Use an accepted directional skeleton plus one source and Array constant offset for a regular

straight stair flight. Solve rise, run, count, axes, and landing ownership before generation.

  • Use a Bezier/NURBS path plus bevel depth or bevel object for constant-profile rails, pipes,

cables, hoses, molding, and trim. Use Curve Modifier only when an existing mesh must deform.

  • Use snapping for one-time exact placement and Shrinkwrap/Surface Deform for persistent

conformity. Declare snap target, element, base, orientation, axes, and offset.

  • Use sufficient topology plus Displace for editable or silhouette-affecting sampled relief;

keep microscopic bump/normal work in Shader Nodes.

  • Use native deform modifiers, curves, lattices, armatures, constraints, shape keys, or drivers for predictable deformation and mechanical motion.
  • Use Cloth, Soft Body, Rigid Body, Fluid, Dynamic Paint, Ocean, particles, force fields, or fracture workflows when gravity, inertia, collision, flexibility, flow, pressure, or breaking causes the result.
  • Use Array, instances, curves, Geometry Nodes, or particles for repetition, distribution, fields, or stateful procedural systems, then select the smallest one that preserves required control.
  • Use blender-material-surfacing and Shader Nodes for substrate identity, UV/mapping scale,

metal/dielectric response, wood grain, roughness, normal, bump, displacement, transmission, volume absorption, wetness, aging, and microscopic variation.

  • Use blender-npr-eevee for Eevee Shader-to-RGB toon bands and deformation-following

inverted-hull outlines.

  • Use blender-npr-cycles for Blender 5.2+ Cycles four-direction Shader Raycast outlines.
  • Use Line Art or Freestyle for camera-aware creases, intersections, hidden lines, and

scene-wide line extraction.

  • Use Geometry Nodes when fields, context-aware/adaptive variation, coordinated sources, scalable instances, reusable procedural topology, complex curve-data processing, or node simulation materially improve the result. Do not suppress a node route merely because a direct component exists; record the concrete benefit and rejected alternative.
  • Treat every visible connection as one of the relationship types in construction_graph.json. Unclassified visible intersections are defects.
  • Require every buildable route to declare native_system, source_objects, semantic_inputs,

generated_dependents, code_role, application_policy, and native_component_evidence.

  • Use Python to create and configure Blender components, controls, validation, and artifacts. Do

not loop over a count to bake final fragments when Array, instances, curves, Geometry Nodes, or simulation should own the dependency.

Production Stages

Run these stages in order:

This is the start of the file. Read the full SKILL.md on GitHub.

Security

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