blender-kiln

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SUMMARY

Claude Code plugin: 3D asset pipeline from text brief to production GLB — Blender MCP, Hunyuan3D, texturing, batch mode

README.md

blender-kiln logo

blender-kiln — The 3D Asset Forge

License: MIT Claude Code plugin Blender 4.x+ Blender MCP Stars

A complete 3D asset production pipeline for Claude Code, powered by Blender MCP.

From a text brief to an optimized, export-ready GLB — in one session.

What it does

Kiln is a Claude Code skill that turns you into a 3D asset production studio. It orchestrates Blender (via MCP), AI generation (Hunyuan3D, Pollinations/FLUX), and marketplace search (PolyHaven, Sketchfab) into a single coherent pipeline.

[1] CONFIG → [2] BRIEF → [3] SOURCE → [4] IMPORT → [5] CLEANUP → [5b] TEXTURING → [6] OPTIMIZE → [7] EXPORT

Pipeline phases

Phase What happens
CONFIG Collect parameters: asset type, style, export target, detail tier
BRIEF Reformulate and confirm understanding — enrich with reference image details if provided (user brief always wins over image)
SOURCE Search marketplaces OR create via AI generation / scripted modeling / geometry nodes — reference image guides all methods
IMPORT Import into Blender, verify scale (1 unit = 1m), center origin
CLEANUP Merge doubles, recalc normals, apply transforms, check poly budget
TEXTURING Geometric analysis + PolyHaven PBR, procedural materials, or bake from procedural
OPTIMIZE gltf-transform (resize, WebP, Draco) and/or gltfpack (simplify, LOD)
EXPORT GLB, FBX, USDZ — with validation checklist

Key features

  • Multi-method creation: AI generation (Hunyuan3D 2.x — local or cloud), scripted modeling (Blender Python), geometry nodes, or marketplace sourcing
  • Local AI generation: run Hunyuan3D-2 Mini on your machine — NVIDIA GPU for full pipeline, Apple Silicon for shape generation
  • Environment auto-detection: /kiln setup scans your system and guides installation
  • Reference images: provide an image per asset (path, URL, or drag-and-drop) — guides all creation methods (AI input, scripted proportions, texture assignment), enriches the brief, and enables post-export visual comparison
  • Concept art input: text prompt (Pollinations/FLUX), image path, image URL, or nano-banana (optional)
  • Smart recommendations: auto-suggests the best creation method based on asset type and style
  • Material audit: detects procedural nodes that will be lost on GLTF export, proposes bake workflow
  • Post-export validation: 8-point checklist (Babylon.js sandbox, Three.js console, material spot-check)
  • Character support: T-pose enforcement, rigging patterns, bone validation, Blender 5.x bone collections
  • Multi-asset sessions: cross-asset coherence (scale, materials, poly budget)
  • Batch mode: wizard collects scene/theme/palette/reference images upfront, generates a YAML manifest, runner executes autonomously — ideal for overnight production or large asset sets
  • Full logging: every asset produces a production log with copy-paste prompts

Commands

Command Action
/kiln Full pipeline (CONFIG → EXPORT)
/kiln batch Batch wizard → manifest → autonomous multi-asset production
/kiln batch run Execute/resume a batch manifest (--all, --asset <name>)
/kiln setup Environment detection + guided setup
/kiln models List/switch Hunyuan3D models
/kiln status Show current pipeline state
/kiln search Search PolyHaven/Sketchfab
/kiln inspect Inspect a 3D file (stats, poly count, materials, bbox)
/kiln cleanup Cleanup a mesh in Blender
/kiln texture Texture an untextured mesh
/kiln optimize Optimize a GLB with gltf-transform/gltfpack
/kiln convert Convert between formats (GLB↔USDZ↔FBX)
/kiln help List all commands and usage

Requirements

Required

  • Blender 4.x+ with the Blender MCP addon running (port 9876)

3D Generation (choose one or both)

Backend Install GPU needed Texture gen Offline
HF Spaces (default) pip3 install gradio_client No (cloud) Yes No
Local Hunyuan3D-2 Run /kiln setup (~25 GB download) Optional CUDA only Yes

On Mac (Apple Silicon): local shape generation works via MPS, texture generation falls back to skill's Blender-based texturing.
On Windows + NVIDIA GPU: full pipeline runs locally — shape + texture, zero cloud dependency.

Optional

  • nano-banana MCP — alternative concept art generation via Gemini (requires API key with billing)
  • gltf-transformnpm install -g @gltf-transform/cli (texture compression, Draco)
  • gltfpacknpm install -g gltfpack (mesh simplification, LOD generation)
  • Sketchfab API token — free account, for marketplace downloads
  • Reality Converter / usdzconvert — USDZ export (macOS)

Installation

As a Claude Code plugin (recommended)

/plugin marketplace add elithril/blender-kiln
/plugin install blender-kiln@blender-kiln

Then run /kiln setup to detect your environment and install what's missing.

As a standalone skill

git clone https://github.com/elithril/blender-kiln.git ~/.claude/skills/blender-kiln

Restart Claude Code, then run /kiln setup.

Layout

Once installed, the skill directory looks like this:

~/.claude/skills/blender-kiln/
├── SKILL.md
└── references/
    ├── ai-generation.md
    ├── batch-mode.md
    ├── setup-install.md
    ├── characters.md
    ├── cli-tools.md
    ├── export-targets.md
    ├── naming-conventions.md
    ├── sourcing-strategy.md
    ├── texturing-strategy.md
    ├── topology-rules.md
    ├── uv-materials.md
    └── validation-checklist.md

Skill structure

File Content Lines
SKILL.md Main pipeline, iron rules, commands, setup, model management ~660
references/characters.md Rigging patterns, anti-patterns, export gotchas, Blender 5.x ~430
references/batch-mode.md Batch wizard, runner, iron rules 22-26, manifest format ~410
references/texturing-strategy.md 4 strategies + shader recipes + bake workflow ~340
references/validation-checklist.md Geometry cleanup + material export audit ~250
references/ai-generation.md Hunyuan3D 2.x (local + cloud), concept art (Pollinations/nano-banana) ~220
references/export-targets.md GLB/FBX/USDZ settings, headless CLI, post-export checklist ~210
references/cli-tools.md gltf-transform, gltfpack, LOD workflow, metrics ~210
references/uv-materials.md UV unwrapping, PBR channel packing ~155
references/naming-conventions.md Blender + GLTF name mapping + file conventions ~150
references/topology-rules.md Poly budgets, quad rules, edge flow ~90
references/setup-install.md Model selection, install commands, post-install validation ~65
references/sourcing-strategy.md PolyHaven + Sketchfab search patterns ~65

Total: ~3,250 lines of production-tested 3D pipeline knowledge.

Iron rules

The skill enforces 26 rules (21 core + 5 batch-specific). Key ones:

  1. Always get_scene_info() before each phase
  2. Always get_viewport_screenshot() after each modification
  3. Never hard-cap poly count — alert if out of range, never block
  4. Never silently destroy — decimate/simplify always interactive
  5. Always keep the .blend file — in compact mode, only original + final + .blend + log
  6. Never export_apply=True for GLTF — modifiers balloon file size
  7. Always run material export audit before GLTF export
  8. Never use gltf-transform optimize — use individual steps

Output

Two storage modes, configurable at pipeline start:

Compact (default) — minimal footprint, .blend is the recovery point:

generated-assets/
└── wooden-chair/
    ├── wooden-chair_original.glb
    ├── wooden-chair_final.glb
    ├── wooden-chair.blend
    └── wooden-chair_log.md

Full — all intermediate files for debug/comparison:

generated-assets/
└── wooden-chair/
    ├── wooden-chair_original.glb
    ├── wooden-chair_clean.glb
    ├── wooden-chair_textured.glb
    ├── wooden-chair_optimized.glb
    ├── wooden-chair_final.glb
    ├── wooden-chair.blend
    └── wooden-chair_log.md

Batch mode — assets grouped under a batch folder with manifest and report:

generated-assets/
└── batch-corporate-office-2026-04-02/
    ├── batch-manifest.yaml
    ├── batch-report.md
    ├── desk/
    ├── chair/
    └── keyboard/

At the end of a multi-asset session, Kiln proposes a cleanup of intermediate files with per-asset size breakdown.

License

MIT © Nicolas Dolphens

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