czlonkowski

Blender Web 3D Skill — Development skill for Claude Code

Development community

Claude Code skill: build and publish 3D models with headless Blender + Three.js — managed scripts, GLB export, draw-call optimization, and the debugging lessons.

How to install Blender Web 3D Skill

This entry records only its repository, not the path inside it, so there is no exact command to give. Open czlonkowski/blender-web-3d-skill and copy the folder into ~/.claude/skills/, or the file into ~/.claude/agents/.

What Blender Web 3D Skill does

Claude Code skill: build and publish 3D models with headless Blender + Three.js — managed scripts, GLB export, draw-call optimization, and the debugging lessons.

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README

blender-web-3d — a Claude Code skill

Build, modify, and render 3D models with **headless Blender scripting**, then publish them online as an **interactive Three.js/Next.js web app** — driven entirely by [Claude Code](https://claude.com/claude-code).

![Aurora colony ship — Cycles render produced by this pipeline](docs/hero.jpg)

This skill was extracted from a real shipped project: a ~2 km colony ship modelled through ~30 versioned Blender scripts, exported to an 11 MB Draco+WebP GLB, and deployed as a live orbit-viewer on Vercel — every step performed by Claude without opening the Blender GUI. The skill captures the patterns that worked and, just as importantly, the failures that cost real debugging time.

What's inside

plugins/blender-web-3d/skills/blender-web-3d/
├── SKILL.md                       # workflow, MCP-vs-CLI decision, design lessons
└── references/
    ├── blender-scripting.md       # managed-script pattern, bmesh recipes, BVH
    │                              # cleanup, draw-call consolidation, Cycles renders
    ├── export-pipeline.md         # Draco+WebP GLB export, baking policy, gotchas
    └── threejs-viewer.md          # viewer architecture, bloom + NaN-scrub,
                                   # strobes, perf knobs, debugging playbook

Highlights — things you'd otherwise learn the hard way:

  • Managed-script pattern: every Blender edit is a self-guarding, idempotent, self-validating Python script against a versioned .blend chain. Reproducible history, safe re-runs, easy bisecting.
  • Draw-call consolidation that respects animation: merge meshes by (material, UV signature, animation root) — and never merge a mesh whose ancestor carries an action, or it freezes at rest pose while its parent animates. 4 800 → 1 200 draw calls on the reference project.
  • The NaN-scrub pass: on some GPUs a single scene light produces isolated NaN fragments; UnrealBloom's blur smears one NaN pixel into a fully black frame.