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Blender asset discovery planner

Skill ThanhNguyxnOrg/blendops/skills/blender-asset-discovery-planner

AI-native Blender workflow and skill pack for non-Blender users, built around official Blender MCP, Claude Blender Connector, and Blender CLI.

Install
npx -y skills add ThanhNguyxnOrg/blendops --skill blender-asset-discovery-planner

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Plan the asset acquisition strategy (procedural, library, generative, photogrammetry) for a Blender scene without installing or executing. Use after the brief, before scene planning.

SKILL.md

9.8 KB, as published. Nobody here has run it

blender-asset-discovery-planner

Purpose

Decide where the assets in a scene will come from before the scene planner commits to a layout. Asset acquisition decisions affect poly budget, web GLB size, licensing, and time-to-handoff. This skill produces a per-asset plan with explicit confidence labels and licensing notes — without installing tools, running Blender, or fetching anything.

This skill is BlendOps-specific (no direct analog in Anthropic Superpowers or BMad), driven by a real Blender domain need.

Quick start

  • read the 8-slot brief from intent-to-3d-brief-writer
  • enumerate every asset class needed (subjects, props, environment, materials, HDRIs)
  • pick a strategy per asset class (procedural / library / generative / photogrammetry)
  • record license + confidence label per choice
  • hand off to scene planner

When to use

  • after the 3D brief is locked, before any scene plan
  • when scene assets aren't trivially given (e.g. user says "shoe" but doesn't supply a shoe model)
  • when poly budget / GLB size / brand-licensing constraints exist
  • when planner needs to know upfront whether assets are procedural or external

When not to use

  • the user supplied all assets in the brief (skip; route directly to planner)
  • runtime is already executing and assets are already in the scene (route to evidence skill)
  • the request is iteration on an existing scene (assets are already chosen)

Trigger phrases

  • "what assets do we need"
  • "where do the models come from"
  • "asset plan before scene planning"
  • "do we generate or import"
  • "license check on assets"

Prerequisites / readiness

  • 8-slot brief from intent-to-3d-brief-writer (or equivalent)
  • list of constraint slots (performance, brand, time)
  • no Blender runtime required
  • works in text-only mode

Input schema

Required inputs

  • 8-slot brief (subject, mood, deliverables, constraints, evidence, acceptance, audience, owner)
  • list of asset classes implied by the brief (e.g. "shoe model, neon lights, glossy floor, HDRI environment")

Optional inputs

  • known asset libraries the user has access to (Poly Haven, Sketchfab, brand asset library)
  • license preferences (CC0 only / commercial OK / brand-restricted)
  • prior similar scenes to match asset choices

Assumptions to confirm

  • the operator can defer fetching to a later runtime step
  • license restrictions matter for the deliverable
  • runtime status is Not Run and may stay so

Output schema

Primary output

  • per-asset-class plan with strategy + license + confidence
| Asset class | Strategy | Source candidate | License | Confidence | Risk notes |
|---|---|---|---|---|---|
| Hero shoe model | Generative or import | Hyper3D / Hunyuan3D / user-supplied / Sketchfab | CC0 / commercial-OK / TBD | linked-only / verified-read / unknown | poly budget |
| Floor + props | Procedural | Geometry Nodes setup | N/A | verified-read | poly budget |
| Lighting fixtures | Procedural | mesh light setup | N/A | verified-read | none |
| HDRI environment | Library | Poly Haven HDRI | CC0 | verified-read | filesize |

Secondary output

  • summary of poly budget / GLB size implications
  • explicit list of assets the operator must obtain before runtime
  • license risk callouts

Evidence / caveat output

  • runtime status: Not Run
  • artifact status: Not Produced
  • no asset is downloaded, generated, or installed by this skill

Required laws

  • ../../laws/official-runtime-only.md
  • ../../laws/evidence-before-done.md
  • ../../laws/non-blender-user-language.md
  • ../../laws/no-arbitrary-python-interface.md

Official runtime boundary

This skill does not download, generate, or install any asset. It does not run Blender, configure any MCP path, or touch the network. It produces a plan in markdown.

If the chosen strategy is "generative" via Path 2 (community ahujasid/blender-mcp integrates Hyper3D / Hunyuan3D), this skill notes that the actual generation happens in a runtime step under that path with the per-path caveats (see docs/unofficial-runtime-bridges.md).

Operating procedure

  1. Read the 8-slot brief.
  2. Enumerate every asset class implied (subjects, props, environment, materials, HDRIs, particles).
  3. For each asset class, pick a strategy:
    • Procedural — Geometry Nodes / shader nodes inside Blender; no external asset.
    • Library — Poly Haven, brand asset library, Sketchfab, user-supplied.
    • Generative — Hyper3D / Hunyuan3D (Path 2-only at present); text-to-3D pipeline.
    • Photogrammetry — user-supplied scan; preprocessing required.
  4. For each pick: record source candidate, license, confidence label (verified-read / linked-only / unknown), and risk notes.
  5. Sum per-class poly / GLB-size estimates against the brief's constraints. Flag overage explicitly.
  6. List which assets must be obtained before any runtime step; mark license check status per asset.
  7. Hand off the asset plan to product-hero-scene-planner (or relevant planner) with the brief and the asset plan as joint inputs.

Decision tree

  • subject is brand-specific (e.g. exact branded shoe) → strategy must be user-supplied / library; never generative without licensing
  • mood is highly specific (cyberpunk neon) → HDRI = library, color via shader procedural
  • web GLB constraint < 10MB → poly budget is tight; favor procedural over high-poly imports
  • iteration-loop deliverable → favor procedural (cheap to iterate)
  • one-shot marketing render → import-or-generative is fine if license OK

Playbooks

  • Playbook A: "Cyberpunk shoe web hero" — shoe = generative or user-supplied; floor + props = procedural; HDRI = library; budget = web-tight
  • Playbook B: "Brand product render" — subject = brand library only; environment = procedural; license = brand-restricted
  • Playbook C: "Iteration sketch" — everything procedural; library only for HDRI

Mode handling

Text-only mode

  • plan only, no fetch / generate / install
  • runtime status: Not Run
  • artifact status: Not Produced

Runtime-ready mode

  • plan stays text-only; runtime steps consume the plan
  • if generative strategy chosen, route to runtime readiness checker first to confirm Path 2 (ahujasid/blender-mcp Hyper3D / Hunyuan3D integrations) is configured

Blocked runtime mode

  • plan still produced
  • mark generative options blocked; favor procedural / library

Validation checklist

  • every implied asset class enumerated
  • strategy chosen per asset class
  • source candidate named per choice
  • license recorded per choice
  • confidence label per choice
  • poly / GLB budget summed and compared to brief constraints
  • generative strategy flagged with Path 2 caveat if used
  • no asset fetched / installed / generated by this skill
  • runtime status remains Not Run
  • license risks called out

Pass / Warn / Fail rubric

CategoryPassWarnFail
Asset coverageAll implied assets listed1-2 missing with note3+ missing
License recordsEvery asset has license entrySome TBD with follow-upMissing license entries
Confidence labelsEvery choice labeledPartial labelsNo labels
Budget reconciliationSummed and comparedSummed without comparisonNot summed
Runtime claimNoneNoneAsset claimed to be fetched / generated by this skill

Failure handling

  • license unknown: mark TBD and ask user before scene planner commits
  • generative strategy required but Path 2 not available: route to runtime readiness checker
  • conflicting constraints (e.g. brand asset + tight web budget): surface conflict, ask user to relax one

Troubleshooting

  • if the asset list is too long, group by class and propose tiered approach (essentials vs. nice-to-have)
  • if the user has no preference, default to procedural-first per BlendOps evidence-before-done (procedural is reproducible)

Best practices

  • procedural-first when license / budget pressure is high
  • library-second when matching mood matters
  • generative as a last resort, always with explicit caveats
  • never fetch from this skill

Good examples

  • "Cyberpunk shoe brief. Asset plan: hero shoe = user-supplied OR generative-via-Path-2 (license = user; confidence = linked-only); floor + props = procedural; HDRI = Poly Haven (CC0; verified-read); accent neon = procedural emission shader. Poly budget: 8MB GLB target, current estimate 6MB — Pass. Generative strategy flagged with Path 2 caveat."

Bad examples

  • "Just use any free shoe model from the internet, we'll figure out license later." (no source named, no license, no confidence label, license risk ignored)

User-facing response template

  • Brief recap (one line)
  • Asset table (markdown)
  • Budget summary
  • License risks called out
  • Generative caveats if applicable
  • Handoff: scene planner with this asset plan + brief

Anti-patterns

  • fetching / downloading any asset from this skill
  • skipping license entries
  • claiming generative strategy works without confirming Path 2
  • letting scene planner change asset strategy silently after handoff

Cross-skill handoff

  • After: product-hero-scene-planner with brief + asset plan
  • If generative chosen and runtime unknown: official-runtime-readiness-checker
  • If license risk surfaces: route back to intent-to-3d-brief-writer (slot 4 constraints)

Non-goals

  • fetching / downloading / installing assets
  • running Blender or generative tools
  • making the scene plan
  • license adjudication beyond surfacing risk

References

  • BlendOps law: ../../laws/official-runtime-only.md
  • BlendOps law: ../../laws/evidence-before-done.md
  • BlendOps doc on Path 2 generative integrations: ../../docs/unofficial-runtime-bridges.md
  • Skill system: ../../docs/skill-system.md

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