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@mikker
- Created At
- August 12, 2026
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Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
Tool: exec
exec
const hits = ALL_TOOLS.filter(x => /blender/i.test(x.name+" "+x.description)); text(hits);
Output Redacted
Tool: exec
exec
const r=await tools.mcp__blender__get_scene_info({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet"}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
Tool: exec
exec
const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
import bpy, math
from mathutils import Vector
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
for d in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):
pass
def mat(name, color, metallic=0.0, rough=0.45):
m=bpy.data.materials.get(name) or bpy.data.materials.new(name)
m.diffuse_color=(*color,1)
m.use_nodes=True
bs=m.node_tree.nodes.get('Principled BSDF')
bs.inputs['Base Color'].default_value=(*color,1)
bs.inputs['Metallic'].default_value=metallic
bs.inputs['Roughness'].default_value=rough
return m
YELLOW=mat('Sunburst Yellow',(0.95,0.43,0.025),0.25,0.28)
YELLOW2=mat('Golden Panels',(1.0,0.63,0.055),0.15,0.3)
BLACK=mat('Tire Rubber',(0.012,0.01,0.018),0.0,0.72)
DARK=mat('Chassis Black',(0.025,0.022,0.035),0.65,0.3)
RED=mat('Suspension Red',(0.72,0.012,0.025),0.35,0.3)
STEEL=mat('Warm Steel',(0.37,0.30,0.24),0.85,0.24)
SILVER=mat('Bright Steel',(0.72,0.66,0.54),0.9,0.2)
GLASS=mat('Smoked Glass',(0.025,0.035,0.055),0.55,0.12)
CREAM=mat('Headlight',(1.0,0.72,0.28),0.1,0.18)
def finish(obj, material, bevel=0.06):
if material: obj.data.materials.append(material)
if bevel and obj.type=='MESH':
b=obj.modifiers.new('Edge Softening','BEVEL'); b.width=bevel; b.segments=3
return obj
def cube(name, loc, scale, material, bevel=.08, rot=(0,0,0)):
bpy.ops.mesh.primitive_cube_add(location=loc, rotation=rot)
o=bpy.context.object; o.name=name; o.scale=scale
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
return finish(o,material,bevel)
def cyl(name, loc, radius, depth, material, rot=(0,0,0), verts=48, bevel=.03):
bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc, rotation=rot)
o=bpy.context.object; o.name=name
return finish(o,material,bevel)
def torus(name, loc, major, minor, material, rot=(math.pi/2,0,0)):
bpy.ops.mesh.primitive_torus_add(major_radius=major, minor_radius=minor, major_segments=48, minor_segments=12, location=loc, rotation=rot)
o=bpy.context.object; o.name=name; o.data.materials.append(material)
return o
def beam(name,a,b,r,material):
a,b=Vector(a),Vector(b); v=b-a; mid=(a+b)/2
bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=r, depth=v.length, location=mid)
o=bpy.context.object; o.name=name; o.rotation_mode='QUATERNION'; o.rotation_quaternion=v.to_track_quat('Z','Y')
o.data.materials.append(material); return o
def wedge(name, verts, faces, material):
me=bpy.data.meshes.new(name+'Mesh'); me.from_pydata(verts,[],faces); me.update()
o=bpy.data.objects.new(name,me); bpy.context.collection.objects.link(o); o.data.materials.append(material)
b=o.modifiers.new('Edge Softening','BEVEL'); b.width=.045; b.segments=2
return o
# ladder frame
cube('Main Frame',(0,0,0.76),(1.9,.62,.12),DARK,.04)
for y in (-.72,.72): cube('Frame Rail',(0,y,.77),(2.08,.09,.12),DARK,.025)
for x in (-1.55,0,1.5): cube('Crossmember',(x,0,.77),(.09,.82,.08),STEEL,.02)
# wheels, hubs, tread blocks
wheel_x=(-1.55,1.5)
for x in wheel_x:
for y in (-1.02,1.02):
torus('Monster Tire',(x,y,.72),.47,.24,BLACK)
cyl('Wheel Rim',(x,y,.72),.31,.22,STEEL,(math.pi/2,0,0))
cyl('Red Hub',(x,y*1.001,.72),.17,.245,RED,(math.pi/2,0,0))
cyl('Axle Cap',(x,y*1.01,.72),.075,.27,DARK,(math.pi/2,0,0))
for i in range(12):
a=2*math.pi*i/12
# tread cubes around wheel circumference
z=.72+.64*math.sin(a); xx=x+.64*math.cos(a)
cube('Tread',(xx,y,z),(.11,.28,.07),BLACK,.025,rot=(0,-a,0))
# suspension arms and red shocks
for x in wheel_x:
for y in (-1,1):
beam('Lower Control Arm',(x,y*.55,.78),(x,y*.92,.62),.055,STEEL)
beam('Upper Control Arm',(x,y*.48,1.0),(x,y*.9,.82),.045,STEEL)
beam('Red Shock',(x-.12,y*.58,1.2),(x+.08,y*.88,.72),.065,RED)
for k in range(5):
p1=(x-.1+k*.04,y*(.60+k*.055),1.14-k*.09)
p2=(x+.10+k*.04,y*(.63+k*.055),1.08-k*.09)
beam('Shock Coil',p1,p2,.028,RED)
# lower body and fenders
cube('Body Lower',(0,0,1.18),(1.95,.78,.30),YELLOW,.14)
cube('Hood',(-1.25,0,1.53),(.8,.76,.18),YELLOW2,.12,rot=(0,-.08,0))
cube('Cabin',(0.25,0,1.55),(.72,.68,.32),YELLOW,.14)
cube('Rear Deck',(1.25,0,1.47),(.72,.74,.19),YELLOW2,.10)
# roof/window mass
wedge('Cabin Shell',[(-.45,-.66,1.55),(.78,-.66,1.55),(.62,-.57,2.02),(-.20,-.57,2.02),(-.45,.66,1.55),(.78,.66,1.55),(.62,.57,2.02),(-.20,.57,2.02)],
[(0,1,2,3),(4,7,6,5),(0,4,5,1),(3,2,6,7),(1,5,6,2),(0,3,7,4)],YELLOW)
# windows
cube('Windshield',(-.31,-.005,1.82),(.03,.56,.20),GLASS,.025,rot=(0,-.36,0))
for y in (-.666,.666): cube('Side Window',(0.22,y,1.82),(.36,.025,.17),GLASS,.02)
cube('Rear Window',(.67,0,1.78),(.025,.54,.15),GLASS,.02,rot=(0,.2,0))
# broad fender caps
for x in wheel_x:
for y in (-.82,.82):
cube('Fender',(x,y,1.25),(.62,.24,.12),YELLOW,.1,rot=(0,0,0))
# front fascia and rear
cube('Front Grille',(-2.0,0,1.25),(.08,.61,.18),DARK,.04)
for y in (-.42,-.17,.17,.42): cyl('Headlamp',(-2.09,y,1.34),.105,.06,CREAM,(0,math.pi/2,0),32,.015)
cube('Front Bumper',(-2.14,0,1.05),(.10,.76,.07),STEEL,.04)
cube('Rear Panel',(2.0,0,1.35),(.08,.65,.18),DARK,.04)
for y in (-.48,.48): cube('Tail Light',(2.09,y,1.42),(.035,.14,.07),RED,.02)
cube('Rear Bumper',(2.14,0,1.08),(.10,.76,.07),STEEL,.04)
print('Base vehicle created',len(bpy.context.scene.objects))
`}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
Tool: exec
exec
const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
import bpy, math
from mathutils import Vector
# helpers/materials persist from prior exec only as datablocks; redefine compactly
M=lambda n:bpy.data.materials[n]
YELLOW,YELLOW2,BLACK,DARK,RED,STEEL,SILVER,GLASS=[M(n) for n in ['Sunburst Yellow','Golden Panels','Tire Rubber','Chassis Black','Suspension Red','Warm Steel','Bright Steel','Smoked Glass']]
def fin(o,m,b=.04):
o.data.materials.append(m)
if b: q=o.modifiers.new('Edge Softening','BEVEL');q.width=b;q.segments=3
return o
def cyl(n,l,r,d,m,rot=(0,math.pi/2,0),v=64,b=.03):
bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d,location=l,rotation=rot);o=bpy.context.object;o.name=n;return fin(o,m,b)
def cube(n,l,s,m,b=.05,rot=(0,0,0)):
bpy.ops.mesh.primitive_cube_add(location=l,rotation=rot);o=bpy.context.object;o.name=n;o.scale=s;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);return fin(o,m,b)
def beam(n,a,b,r,m):
a,b=Vector(a),Vector(b);v=b-a
bpy.ops.mesh.primitive_cylinder_add(vertices=16,radius=r,depth=v.length,location=(a+b)/2)
o=bpy.context.object;o.name=n;o.rotation_mode='QUATERNION';o.rotation_quaternion=v.to_track_quat('Z','Y');o.data.materials.append(m);return o
def mesh(n,vs,fs,m):
me=bpy.data.meshes.new(n+'Mesh');me.from_pydata(vs,[],fs);me.update();o=bpy.data.objects.new(n,me);bpy.context.collection.objects.link(o);return fin(o,m,.035)
# turbine support cradle / roll cage
for y in (-.54,.54):
beam('Turbine Cradle',(-.45,y,1.75),(-.52,y,2.45),.06,STEEL)
beam('Turbine Cradle',(.72,y,1.74),(.62,y,2.40),.06,STEEL)
beam('Longitudinal Brace',(-.52,y,2.43),(.64,y,2.39),.055,STEEL)
for x in (-.5,.65):
beam('Cradle Crossbar',(x,-.58,2.40),(x,.58,2.40),.055,STEEL)
# main jet body axis X, intake at front (-)
cyl('Turbine Core',(0.15,0,2.67),.43,2.72,DARK)
cyl('Turbine Bronze Casing',(-.35,0,2.67),.52,1.42,STEEL)
cyl('Turbine Rear Casing',(1.18,0,2.67),.38,.55,SILVER)
# stepped rings
for x,r,w,ma in [(-1.30,.63,.18,SILVER),(-1.16,.61,.16,STEEL),(-.92,.54,.11,DARK),(-.67,.52,.08,SILVER),(-.12,.48,.09,SILVER),(.18,.46,.10,STEEL),(.49,.44,.11,SILVER),(.78,.41,.10,STEEL),(1.03,.39,.09,DARK),(1.40,.34,.12,SILVER)]:
cyl('Turbine Ring',(x,0,2.67),r,w,ma,b=.018)
# intake outer lip and dark throat
cyl('Intake Lip',(-1.48,0,2.67),.68,.18,STEEL)
cyl('Intake Throat',(-1.585,0,2.67),.57,.035,DARK,b=.01)
cyl('Fan Hub',(-1.62,0,2.67),.12,.07,SILVER,b=.01)
# radial fan blades in intake plane
for i in range(12):
a=2*math.pi*i/12
y=.32*math.cos(a); z=2.67+.32*math.sin(a)
beam('Intake Fan Blade',(-1.625,0,2.67),(-1.635,y,z),.055,STEEL)
# ribbing around mid body
for x in (-.72,-.55,-.38,-.21,.06,.32,.58,.83):
cyl('Engine Rib',(x,0,2.67),.49,.045,STEEL,b=.01)
# side piping
for y in (-1,1):
yy=.46*y
beam('Engine Pipe',(-.75,yy,2.48),(.95,yy,2.48),.055,SILVER)
for x in (-.62,-.18,.28,.72): beam('Pipe Strap',(x,yy,2.42),(x,yy,2.57),.025,DARK)
# turbine fins, yellow foreground and red rear
for y in (-1,1):
yy=.32*y
mesh('Front Turbine Fin',[(-.9,yy,2.82),(-.25,yy,2.84),(-.58,yy,3.18),(-.98,yy,3.09)],[ (0,1,2,3) ],YELLOW2)
mesh('Rear Turbine Fin',[(.92,yy,2.64),(1.48,yy,2.64),(1.22,yy,3.02),(.92,yy,2.93)],[ (0,1,2,3) ],YELLOW2)
# tail fins around rear nozzle
mesh('Top Tail Fin',[(1.12,-.04,2.96),(1.62,-.04,2.96),(1.48,-.04,3.36),(1.18,-.04,3.22)],[(0,1,2,3)],YELLOW2)
mesh('Bottom Tail Fin',[(1.12,.04,2.38),(1.62,.04,2.38),(1.48,.04,1.98),(1.18,.04,2.12)],[(0,1,2,3)],RED)
# hood scoop/stripe details and side armor
cube('Hood Stripe',(-1.28,0,1.73),(.7,.16,.025),DARK,.02,rot=(0,-.08,0))
for y in (-.79,.79):
cube('Rocker Armor',(.05,y,1.02),(1.5,.055,.10),DARK,.025)
for x in (-1.0,-.45,.1,.65,1.2): cube('Armor Bolt',(x,y*1.01,1.03),(.035,.02,.035),SILVER,.01)
# exhaust pipes under rear
for y in (-.32,.32): cyl('Exhaust Tip',(1.95,y,.88),.09,.35,DARK,(0,math.pi/2,0),32,.02)
# steering wheel hint and door seams
cyl('Steering Wheel',(-.05,-.48,1.72),.16,.035,DARK,(math.pi/2,0,0),32,.01)
for y in (-.785,.785):
cube('Door Seam',(0.28,y,1.47),(.36,.008,.29),DARK,.012)
cube('Door Handle',(.48,y*1.01,1.62),(.10,.015,.025),STEEL,.012)
print('Rocket and detail pass complete',len(bpy.context.scene.objects))
`}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
The distinctive silhouette is now in place: oversized tires, raised yellow muscle-car body, exposed red suspension, and the roof-mounted turbine with layered casing rings, intake fan, piping, braces, and fins. I’m moving into the presentation pass now—grounding, lighting, camera, and a render check—then I’ll correct any obvious proportion or visibility issues.
Thought 0 times. Used 3 tool calls. +0 -0 [Expand]
Tool: exec
exec
const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
import bpy, math
from mathutils import Vector
# ground
mat=bpy.data.materials.new('Warm Studio Ground');mat.diffuse_color=(0.12,0.105,0.085,1);mat.use_nodes=True
bs=mat.node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(0.12,0.105,0.085,1);bs.inputs['Roughness'].default_value=.8
bpy.ops.mesh.primitive_plane_add(size=30,location=(0,0,.0));g=bpy.context.object;g.name='Ground';g.data.materials.append(mat)
bev=g.modifiers.new('Ground bevel','BEVEL');bev.width=.03;bev.segments=2
# camera
bpy.ops.object.camera_add(location=(-6.8,-6.9,4.6))
cam=bpy.context.object;cam.name='Hero Camera'
def track(o,p):
o.rotation_euler=(Vector(p)-o.location).to_track_quat('-Z','Y').to_euler()
track(cam,(0,0,1.6));cam.data.lens=54
bpy.context.scene.camera=cam
# lights
def area(name,loc,energy,size,color):
bpy.ops.object.light_add(type='AREA',location=loc);o=bpy.context.object;o.name=name;o.data.energy=energy;o.data.shape='DISK';o.data.size=size;o.data.color=color;track(o,(0,0,1.3));return o
area('Key Light',(-4,-4,7),1300,5.0,(1.0,.78,.55))
area('Fill Light',(4,-2,4),900,4.0,(.45,.62,1.0))
area('Rim Light',(2,5,6),1500,3.5,(1.0,.36,.16))
bpy.ops.object.light_add(type='AREA',location=(0,0,8));bpy.context.object.data.energy=700;bpy.context.object.data.size=3.0;track(bpy.context.object,(0,0,0))
scene=bpy.context.scene
scene.render.engine='BLENDER_EEVEE_NEXT'
scene.render.resolution_x=900;scene.render.resolution_y=700;scene.render.resolution_percentage=100
scene.render.image_settings.file_format='PNG'
scene.render.filepath='~/dev/nitro_kit/rocket_monster_render.png'
scene.render.film_transparent=False
scene.world.color=(0.025,0.02,0.03)
scene.view_settings.look='AgX - Medium High Contrast'
scene.render.image_settings.color_mode='RGBA'
# slight contact softness and high samples
scene.render.engine='BLENDER_EEVEE_NEXT'
scene.render.image_settings.color_depth='8'
bpy.ops.wm.save_as_mainfile(filepath='~/dev/nitro_kit/rocket_monster.blend')
bpy.ops.render.render(write_still=True)
print('Saved blend and render')
`}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
Tool: exec
exec
const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
import bpy
scene=bpy.context.scene
scene.render.engine='BLENDER_EEVEE'
scene.render.resolution_x=900;scene.render.resolution_y=700;scene.render.resolution_percentage=100
scene.render.image_settings.file_format='PNG'
scene.render.filepath='~/dev/nitro_kit/rocket_monster_render.png'
scene.world.color=(0.025,0.02,0.03)
try: scene.view_settings.look='AgX - Medium High Contrast'
except: pass
bpy.ops.wm.save_as_mainfile(filepath='~/dev/nitro_kit/rocket_monster.blend')
bpy.ops.render.render(write_still=True)
print('Saved blend and render')
`}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
Tool: exec
exec
const r=await tools.view_image({path:"~/dev/nitro_kit/rocket_monster_render.png"}); image(r.image_url);
Output Redacted
The render check reads clearly as the reference vehicle: the intake dominates the upper silhouette, the body sits high over chunky off-road tires, and the yellow/black/red material hierarchy is working. The result is deliberately stylized rather than a production-accurate Camaro mesh, but all major reference-specific features are modeled as separate editable parts.
Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
Tool: exec
exec
const r=await tools.mcp__blender__get_scene_info({user_prompt:"Verify the completed rocket-powered yellow monster car scene"}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
Tool: exec
exec
const r=await tools.exec_command({cmd:"~/.dotfiles/bin/bootledoot",workdir:"~/dev/nitro_kit","yield_time_ms":30000,"max_output_tokens":1000}); text(r.output);
Output Redacted
Created the rocket monster car in Blender with 211 editable scene objects.
Files:
The model includes the raised chassis, oversized treaded wheels, suspension, muscle-car body, detailed turbine, intake fan, braces, piping, fins, lights, and studio presentation setup.
Thought 0 times. Used 3 tool calls. +0 -0 [Expand]
Tool: exec
exec
const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Use screenshots to compare and increase the rocket monster car detail to match the reference sheet",code:`
import bpy
from mathutils import Vector
scene=bpy.context.scene
cam=scene.camera
views={
'front3q':((-6.8,-6.9,4.2),(0,0,1.55),55),
'side':((0,-9.2,2.7),(0,0,1.55),58),
'rear3q':((6.8,6.9,4.0),(0,0,1.55),55),
'top':((0,-.01,11.5),(0,0,1.3),55),
}
for name,(loc,target,lens) in views.items():
cam.location=loc; cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler(); cam.data.lens=lens
scene.render.resolution_x=720;scene.render.resolution_y=540;scene.render.resolution_percentage=100
scene.render.filepath=f'~/dev/nitro_kit/rocket_monster_{name}.png'
bpy.ops.render.render(write_still=True)
print('Rendered comparison views')
`}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
Tool: exec
exec
const r=await tools.exec_command({cmd:"magick montage rocket_monster_front3q.png rocket_monster_side.png rocket_monster_rear3q.png rocket_monster_top.png -tile 2x2 -geometry 720x540+8+8 /tmp/rocket_monster_comparison.png","workdir":"~/dev/nitro_kit","yield_time_ms":30000,"max_output_tokens":1000}); text(r.output);
Output Redacted
Tool: exec
exec
const r=await tools.view_image({path:"/tmp/rocket_monster_comparison.png"}); image(r.image_url);
Output Redacted
The comparison views exposed the biggest mismatch: the first pass read too much like a boxy utility truck, especially in profile, and several “door seam” placeholders were visually becoming solid black panels. I’m correcting that now and spending geometry where the reference is richest: deep-dish wheels, visible springs and control arms, muscle-car body surfacing, turbine nozzle/interior hardware, braces, fasteners, vents, and rear aero pieces.
Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
Tool: exec
exec
const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Refine the Blender rocket monster car to match the reference sheet detail",code:`
import bpy, math
from mathutils import Vector
M=lambda n:bpy.data.materials[n]
YELLOW,YELLOW2,BLACK,DARK,RED,STEEL,SILVER,GLASS,CREAM=[M(n) for n in ['Sunburst Yellow','Golden Panels','Tire Rubber','Chassis Black','Suspension Red','Warm Steel','Bright Steel','Smoked Glass','Headlight']]
# richer yellow under studio lights
for name,col in [('Sunburst Yellow',(1.0,.29,.006,1)),('Golden Panels',(1.0,.52,.015,1))]:
bs=bpy.data.materials[name].node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=col;bpy.data.materials[name].diffuse_color=col
def fin(o,m,b=.025):
o.data.materials.append(m)
if b:q=o.modifiers.new('Edge Softening','BEVEL');q.width=b;q.segments=3
return o
def cube(n,l,s,m,b=.04,rot=(0,0,0)):
bpy.ops.mesh.primitive_cube_add(location=l,rotation=rot);o=bpy.context.object;o.name=n;o.scale=s;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);return fin(o,m,b)
def cyl(n,l,r,d,m,rot=(0,math.pi/2,0),v=48,b=.02):
bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d,location=l,rotation=rot);o=bpy.context.object;o.name=n;return fin(o,m,b)
def beam(n,a,b,r,m,v=16):
a,b=Vector(a),Vector(b);d=b-a
bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d.length,location=(a+b)/2)
o=bpy.context.object;o.name=n;o.rotation_mode='QUATERNION';o.rotation_quaternion=d.to_track_quat('Z','Y');o.data.materials.append(m);return o
def mesh(n,vs,fs,m,b=.03):
me=bpy.data.meshes.new(n+'Mesh');me.from_pydata(vs,[],fs);me.update();o=bpy.data.objects.new(n,me);bpy.context.collection.objects.link(o);return fin(o,m,b)
# remove incorrect filled seam panels
for o in list(bpy.data.objects):
if o.name.startswith('Door Seam'): bpy.data.objects.remove(o,do_unlink=True)
# muscular side sill and shaped door skins
for y in (-.79,.79):
yy=y
mesh('Sculpted Door',[(-.38,yy,1.23),(.82,yy,1.22),(.70,yy,1.63),(-.25,yy,1.66)],[ (0,1,2,3) ],YELLOW,.025)
# thin door outline segments
for a,b in [((-.38,yy*1.006,1.23),(-.25,yy*1.006,1.66)),((-.25,yy*1.006,1.66),(.70,yy*1.006,1.63)),((.70,yy*1.006,1.63),(.82,yy*1.006,1.22))]:
beam('Door Gap',a,b,.012,DARK,8)
cube('Door Handle',(.49,yy*1.018,1.55),(.11,.018,.025),STEEL,.01)
# lower character line and red accent
beam('Body Character Line',(-1.35,yy*1.015,1.18),(1.35,yy*1.015,1.18),.018,DARK,8)
beam('Red Pinstripe',(-1.25,yy*1.02,1.12),(1.28,yy*1.02,1.12),.014,RED,8)
# wheel arch eyebrow fenders and rear quarter haunches
for x in (-1.55,1.5):
for y in (-.84,.84):
# three-piece arc implying flared fender
for dx,dz,ang in [(-.38,.10,-.35),(0,.24,0),(.38,.10,.35)]:
cube('Fender Flare',(x+dx,y,1.30+dz),(.25,.17,.09),YELLOW2,.075,rot=(0,ang,0))
# sloping rear quarter and front nose cheeks
for y in (-.66,.66):
mesh('Rear Quarter',[(.72,y,1.22),(2.03,y,1.22),(1.90,y,1.69),(.82,y,1.62)],[(0,1,2,3)],YELLOW,.04)
mesh('Front Cheek',[(-2.04,y,1.12),(-.72,y,1.15),(-.58,y,1.56),(-1.78,y,1.59)],[(0,1,2,3)],YELLOW2,.04)
# hood scoops, vents, cowl pins
for y in (-.33,.33):
for x in (-1.55,-1.30,-1.05):
cube('Hood Vent',(x,y,1.715),(.10,.055,.022),DARK,.01,rot=(0,-.08,0))
for x in (-1.78,-.72):
for y in (-.55,.55): cyl('Hood Pin',(x,y,1.72),.025,.035,SILVER,(0,0,0),20,.005)
# proper deep dish wheel faces, spokes, bead bolts
for x in (-1.55,1.5):
for y in (-1.02,1.02):
sy=-1 if y<0 else 1
face_y=y+sy*.135
cyl('Brake Disc',(x,face_y,.72),.255,.025,STEEL,(math.pi/2,0,0),48,.005)
cyl('Deep Dish Rim',(x,face_y+sy*.018,.72),.35,.035,DARK,(math.pi/2,0,0),48,.008)
for i in range(8):
a=2*math.pi*i/8
p1=(x,face_y+sy*.045,.72)
p2=(x+.27*math.cos(a),face_y+sy*.05,.72+.27*math.sin(a))
beam('Wheel Spoke',p1,p2,.035,SILVER,10)
for i in range(12):
a=2*math.pi*i/12
xx=x+.29*math.cos(a);zz=.72+.29*math.sin(a)
bpy.ops.mesh.primitive_uv_sphere_add(segments=12,ring_count=6,radius=.022,location=(xx,face_y+sy*.07,zz))
bpy.context.object.name='Bead Bolt';bpy.context.object.data.materials.append(SILVER)
cyl('Hub Lock',(x,face_y+sy*.08,.72),.10,.05,RED,(math.pi/2,0,0),32,.01)
# prominent outboard coilover springs
for x in (-1.55,1.5):
for y in (-1,1):
sy=y
z0=.72
beam('Shock Body',(x-.14,sy*.82,.72),(x+.12,sy*.67,1.30),.045,SILVER)
# toroidal coils oriented around angled shock approximated as stacked red rings
for j in range(8):
t=j/7; xx=x-.10+t*.18; yy=sy*(.80-t*.11); zz=.80+t*.40
bpy.ops.mesh.primitive_torus_add(major_radius=.09,minor_radius=.018,major_segments=20,minor_segments=6,location=(xx,yy,zz),rotation=(math.pi/2,0,0))
o=bpy.context.object;o.name='Red Coil Spring';o.data.materials.append(RED)
# differential pumpkins and driveshaft
for x in (-1.55,1.5):
bpy.ops.mesh.primitive_uv_sphere_add(segments=24,ring_count=12,location=(x,0,.70),scale=(.24,.28,.22))
o=bpy.context.object;o.name='Differential Housing';o.data.materials.append(DARK)
beam('Axle Tube',(x,-.86,.70),(x,.86,.70),.09,DARK)
beam('Driveshaft',(-1.55,0,.72),(1.5,0,.72),.055,STEEL)
# front skid plate with slots
mesh('Front Skid Plate',[(-2.20,-.62,.88),(-2.20,.62,.88),(-1.82,.55,.52),(-1.82,-.55,.52)],[(0,1,2,3)],STEEL,.03)
for y in (-.34,-.12,.12,.34): cube('Skid Slot',(-2.15,y,.75),(.035,.055,.16),DARK,.015,rot=(0,.55,0))
# rear wing/spoiler from reference
for y in (-.58,.58): mesh('Spoiler Upright',[(1.50,y,1.58),(1.67,y,1.60),(1.78,y,1.96),(1.60,y,1.90)],[(0,1,2,3)],RED,.025)
cube('Rear Spoiler',(1.76,0,1.94),(.38,.82,.055),RED,.04,rot=(0,-.12,0))
print('Body, wheel, suspension detail added')
`}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
Tool: exec
exec
const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Add reference-level turbine, chassis, and cockpit detail to the Blender model",code:`
import bpy, math
from mathutils import Vector
M=lambda n:bpy.data.materials[n]
YELLOW,YELLOW2,BLACK,DARK,RED,STEEL,SILVER,GLASS=[M(n) for n in ['Sunburst Yellow','Golden Panels','Tire Rubber','Chassis Black','Suspension Red','Warm Steel','Bright Steel','Smoked Glass']]
def fin(o,m,b=.018):
o.data.materials.append(m)
if b:q=o.modifiers.new('Edge Softening','BEVEL');q.width=b;q.segments=2
return o
def cube(n,l,s,m,b=.025,rot=(0,0,0)):
bpy.ops.mesh.primitive_cube_add(location=l,rotation=rot);o=bpy.context.object;o.name=n;o.scale=s;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);return fin(o,m,b)
def cyl(n,l,r,d,m,rot=(0,math.pi/2,0),v=48,b=.015):
bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d,location=l,rotation=rot);o=bpy.context.object;o.name=n;return fin(o,m,b)
def beam(n,a,b,r,m,v=12):
a,b=Vector(a),Vector(b);d=b-a;bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d.length,location=(a+b)/2)
o=bpy.context.object;o.name=n;o.rotation_mode='QUATERNION';o.rotation_quaternion=d.to_track_quat('Z','Y');o.data.materials.append(m);return o
def panel(n,vs,m):
me=bpy.data.meshes.new(n+'Mesh');me.from_pydata(vs,[],[tuple(range(len(vs)))]);me.update();o=bpy.data.objects.new(n,me);bpy.context.collection.objects.link(o);return fin(o,m,.018)
# open exhaust nozzle replacing visual flat cap with nested dark throat
cyl('Exhaust Outer Lip',(1.53,0,2.67),.36,.16,STEEL)
cyl('Exhaust Dark Throat',(1.625,0,2.67),.29,.035,DARK,b=.005)
cyl('Exhaust Inner Ring',(1.65,0,2.67),.20,.045,BLACK,b=.005)
cyl('Exhaust Centerbody',(1.68,0,2.67),.085,.08,STEEL,b=.008)
for i in range(10):
a=2*math.pi*i/10
beam('Exhaust Stator',(1.66,0,2.67),(1.68,.20*math.cos(a),2.67+.20*math.sin(a)),.018,STEEL,8)
# turbine casing longitudinal rails and segmented armor plates
for a in (0,math.pi/2,math.pi,3*math.pi/2):
y=.505*math.cos(a); z=2.67+.505*math.sin(a)
beam('Turbine Long Rail',(-.78,y,z),(.78,y,z),.025,DARK,10)
for side in (-1,1):
yy=.515*side
for x in (-.62,-.30,.02,.34,.66):
cube('Casing Latch',(x,yy,2.67),(.055,.025,.075),SILVER,.008)
# casing rivets rows
for side in (-1,1):
yy=.525*side
for x in [i*.15-.75 for i in range(11)]:
for z in (2.48,2.86):
bpy.ops.mesh.primitive_uv_sphere_add(segments=10,ring_count=6,radius=.018,location=(x,yy,z))
o=bpy.context.object;o.name='Turbine Rivet';o.data.materials.append(DARK)
# external fuel/pressure lines with elbows and junction boxes
for side in (-1,1):
yy=.57*side
beam('Fuel Line',(-.92,yy,2.42),(.78,yy,2.42),.027,RED,10)
for x in (-.72,-.28,.18,.64):
beam('Fuel Drop',(x,yy,2.42),(x,yy,2.29),.024,RED,10)
cube('Line Junction',(x,yy,2.27),(.055,.035,.045),STEEL,.008)
# dense triangulated mounting truss under engine
for y in (-.48,.48):
for x in (-.72,-.28,.16,.60):
beam('Truss Lower',(x,y,2.20),(x+.22,y,2.39),.033,STEEL)
beam('Truss Diagonal',(x,y,2.20),(x-.22,y,2.39),.027,DARK)
beam('Truss Rail',(-.92,y,2.20),(.82,y,2.20),.038,DARK)
for x in (-.75,-.3,.15,.6): beam('Truss Cross',(x,-.48,2.20),(x,.48,2.20),.028,STEEL)
# intake depth: second inner ring, spinner cone, denser blades
cyl('Intake Inner Ring',(-1.64,0,2.67),.48,.025,STEEL,b=.005)
# cone along X
bpy.ops.mesh.primitive_cone_add(vertices=40,radius1=.17,radius2=.045,depth=.34,location=(-1.72,0,2.67),rotation=(0,-math.pi/2,0))
o=bpy.context.object;o.name='Intake Spinner';o.data.materials.append(SILVER)
for i in range(16):
a=2*math.pi*i/16
r1=.15;r2=.46
panel('Curved Fan Blade',[(-1.69,r1*math.cos(a),2.67+r1*math.sin(a)),(-1.70,r2*math.cos(a+.10),2.67+r2*math.sin(a+.10)),(-1.71,r2*math.cos(a+.24),2.67+r2*math.sin(a+.24))],STEEL)
# fin braces and bolts
for side in (-1,1):
yy=.34*side
beam('Fin Brace',(-.85,yy,2.82),(-.58,yy,3.10),.025,DARK)
beam('Rear Fin Brace',(.98,yy,2.70),(1.25,yy,3.0),.025,DARK)
for x,z in [(-.82,2.88),(-.62,3.03),(1.06,2.78),(1.28,2.94)]:
for y in (-.355,.355):
bpy.ops.mesh.primitive_uv_sphere_add(segments=10,ring_count=6,radius=.028,location=(x,y,z))
bpy.context.object.name='Fin Fastener';bpy.context.object.data.materials.append(SILVER)
# cockpit details visible through windows
cube('Dashboard',(-.20,0,1.64),(.18,.5,.08),DARK,.03)
for y in (-.28,.28):
cube('Bucket Seat',(.30,y,1.53),(.20,.18,.22),RED,.055,rot=(0,-.12,0))
cube('Headrest',(.43,y,1.82),(.12,.14,.13),DARK,.04)
beam('Cabin Harness',(.25,-.24,1.72),(.38,-.24,1.43),.018,SILVER,8)
# grille detail, tow hooks, lamp bezels
for y in (-.48,-.32,-.16,0,.16,.32,.48): cube('Grille Slat',(-2.095,y,1.24),(.018,.018,.15),STEEL,.006)
for y in (-.30,.30):
bpy.ops.mesh.primitive_torus_add(major_radius=.10,minor_radius=.025,major_segments=24,minor_segments=8,location=(-2.26,y,.92),rotation=(0,math.pi/2,0))
o=bpy.context.object;o.name='Red Tow Hook';o.data.materials.append(RED)
# rear license plate and small lamps
cube('License Plate',(2.16,0,1.21),(.025,.20,.09),SILVER,.01)
for y in (-.38,.38): cyl('Rear Round Lamp',(2.095,y,1.39),.085,.035,RED,(0,math.pi/2,0),32,.008)
# aerial and filler cap
cyl('Fuel Cap',(1.12,-.70,1.56),.09,.025,STEEL,(math.pi/2,0,0),32,.01)
beam('Antenna',(.92,.62,1.65),(1.00,.66,2.12),.012,DARK,8)
print('Turbine, cockpit, and hardware detail added')
`}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
Output Redacted
