blender-kiln
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Claude Code plugin: 3D asset pipeline from text brief to production GLB — Blender MCP, Hunyuan3D, texturing, batch mode
blender-kiln — The 3D Asset Forge
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 setupscans 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-transform —
npm install -g @gltf-transform/cli(texture compression, Draco) - gltfpack —
npm 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:
- Always
get_scene_info()before each phase - Always
get_viewport_screenshot()after each modification - Never hard-cap poly count — alert if out of range, never block
- Never silently destroy — decimate/simplify always interactive
- Always keep the .blend file — in compact mode, only original + final + .blend + log
- Never
export_apply=Truefor GLTF — modifiers balloon file size - Always run material export audit before GLTF export
- 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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