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orthographic-registration

Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.

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Updated
1 month ago
In the catalog since
5 Nov 2026
From
roble3/cc-blender-skill
Get it through your agent npx skills add roble3/cc-blender-skill@orthographic-registration

Skill instructions

Rendered from the published SKILL.md, 39 lines.

MCP backend

Use when: Multi-view mascot/object reconstruction, depth fitting from side/back/top views, orthographic blueprint alignment, reference planes/cameras with shared scale and centerline.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Orthographic Registration

This skill prevents the common failure where the front view looks plausible but the side/back/top views are wrong.

Coordinate contract

  • Front view defines X/Z silhouette.
  • Side view defines Y/Z depth envelope.
  • Top view defines X/Y spread.
  • Back view defines rear silhouette/material only; it must not rewrite the front silhouette.

Workflow

  1. Run scripts/register_views.py on the available view images.
  2. Create orthographic reference planes/image empties with a single shared scale.
  3. Align centerline and bbox centers before modeling.
  4. Lock front X/Z boundary vertices.
  5. Add Y depth from side/top envelopes using modifiers/displacement or vertex groups.
  6. Validate all four cameras before export.

Failure policy

If views disagree, front brand read wins. Document the conflict in registration_report.json.

Front-plane rotation rule

In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the Y axis, not around Z. Use rotation_euler = (0, angle, 0) for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.

Sources distilled

  • Blender Image Empty/reference image controls for orthographic blueprints.
  • OpenCV homography/alignment and geometric transforms for view registration.