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Orthographic Registration

skill-roble3-cc-blender-skill-orthographic-registration · by RobLe3

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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Install

$ agentstack add skill-roble3-cc-blender-skill-orthographic-registration

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Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

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.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.