Public

    Fabel builds Rocket Monster

    the car, the movie, the game

    Stats
    Prompts
    39
    Tool calls
    440
    Messages
    1005
    Assets
    86
    Meta
    Author
    Mikkel Malmberg@mikker
    Created At
    August 12, 2026
    Source
    Claude
    Share

    Prompts

    Use the blender mcp and the rought sketch I have to model the attached car. Use screenshots and compare 1:1. We want the same level of detail as the reference sheet. Clean lines. Perhaps a cartoon style, Borderlands ish, render effect to match the look. But first model the exact shapes of the ref sheet. Continue until you dont think you can possibly get any closer and take snapshots on the way. Feel free to clear the canvas first if you think that is easier for you.
    [Image #1]
    [Image #2] [Image #3]

    [Image: source: ~/Downloads/hotwheels-filled-c8dda9f7.webp]

    [Image: source: ~/Downloads/C7D0BE52-9056-406F-8C47-A5EC83B29B8A.png]

    [Image: source: ~/Downloads/nitro 2.png]

    Try expanding the tool calls below here and you can follow the actual process as it's building out the car. SO COOL!

    I'll model the Rocket Monster from your reference sheet in Blender, iterating with screenshots against the turnaround views. Let me load the Blender tools and check the current scene first.

    Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
    Tool: ToolSearch
    ToolSearch
    {
      "query": "select:mcp__blender__execute_blender_code,mcp__blender__get_scene_info,mcp__blender__get_viewport_screenshot,mcp__blender__get_object_info",
      "max_results": 5
    }
    Output Redacted
    Tool: mcp__blender__get_scene_info
    mcp__blender__get_scene_info
    {
      "user_prompt": "Model rocket monster car from reference sheet"
    }
    Output Redacted

    There's an existing model with 1669 objects — likely from a previous session. Let me look at it before deciding whether to clear.

    Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
    Tool: mcp__blender__get_viewport_screenshot
    mcp__blender__get_viewport_screenshot
    {
      "max_size": 1000,
      "user_prompt": "Check current state of rocket monster model"
    }
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy\n\n# Wipe scene completely\nfor obj in list(bpy.data.objects):\n    bpy.data.objects.remove(obj, do_unlink=True)\nfor block_list in (bpy.data.meshes, bpy.data.materials, bpy.data.curves, bpy.data.lights, bpy.data.cameras):\n    for block in list(block_list):\n        if block.users == 0:\n            block_list.remove(block)\nbpy.ops.outliner.orphans_purge(do_recursive=True) if False else None\n\ndef mat(name, color, metallic=0.0, rough=0.5):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    bsdf = m.node_tree.nodes[\"Principled BSDF\"]\n    bsdf.inputs[\"Base Color\"].default_value = (*color, 1)\n    bsdf.inputs[\"Metallic\"].default_value = metallic\n    bsdf.inputs[\"Roughness\"].default_value = rough\n    return m\n\nmats = {}\nmats['yellow']  = mat(\"BodyYellow\",  (0.95, 0.62, 0.05), 0.0, 0.35)\nmats['red']     = mat(\"AccentRed\",   (0.75, 0.08, 0.07), 0.0, 0.45)\nmats['black']   = mat(\"RubberBlack\", (0.02, 0.02, 0.02), 0.0, 0.85)\nmats['dark']    = mat(\"DarkMetal\",   (0.06, 0.055, 0.05), 0.6, 0.5)\nmats['steel']   = mat(\"Steel\",       (0.45, 0.42, 0.36), 0.9, 0.35)\nmats['brass']   = mat(\"BrassGold\",   (0.55, 0.42, 0.22), 0.9, 0.4)\nmats['cream']   = mat(\"Cream\",       (0.92, 0.87, 0.72), 0.0, 0.5)\nmats['glass']   = mat(\"Glass\",       (0.05, 0.06, 0.08), 0.2, 0.15)\nmats['chrome']  = mat(\"Chrome\",      (0.8, 0.8, 0.8), 1.0, 0.2)\nmats['gunmetal']= mat(\"Gunmetal\",    (0.18, 0.17, 0.16), 0.8, 0.45)\n\nprint(\"cleared, materials:\", len(bpy.data.materials))\n",
      "user_prompt": "Clear scene and set up materials for rocket monster"
    }
    Output Redacted

    Scene cleared. Now I'll loft the muscle-car body from cross-sections (front = +X), plus the fastback greenhouse.

    Thought 0 times. Used 1 tool call. +0 -0 [Expand]
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, bmesh\n\ndef loft(name, rings, mat_name, cap=True, smooth=True):\n    me = bpy.data.meshes.new(name)\n    bm = bmesh.new()\n    ring_verts = []\n    for ring in rings:\n        ring_verts.append([bm.verts.new(co) for co in ring])\n    for a, b in zip(ring_verts[:-1], ring_verts[1:]):\n        for i in range(len(a)):\n            j = (i+1) % len(a)\n            bm.faces.new((a[i], a[j], b[j], b[i]))\n    if cap:\n        bm.faces.new(reversed(ring_verts[0]))\n        bm.faces.new(ring_verts[-1])\n    bm.normal_update()\n    bm.to_mesh(me); bm.free()\n    ob = bpy.data.objects.new(name, me)\n    bpy.context.collection.objects.link(ob)\n    ob.data.materials.append(bpy.data.materials[mat_name])\n    if smooth:\n        for p in me.polygons: p.use_smooth = True\n    return ob\n\ndef body_ring(x, yo, zb, zt):\n    zm = (zb+zt)/2\n    pts = [\n        (0.55*yo, zb), (0.97*yo, zb+0.08), (yo, zm), (0.99*yo, zt-0.07),\n        (0.72*yo, zt-0.01), (0.0, zt),\n    ]\n    full = pts + [(-p[0], p[1]) for p in reversed(pts[:-1])] + [(0.0, zb-0.01)]\n    return [(x, y, z) for (y, z) in full]\n\nstations = [\n    ( 2.35, 0.78, 1.12, 1.42),\n    ( 2.10, 0.85, 1.02, 1.47),\n    ( 1.75, 0.92, 0.98, 1.52),\n    ( 1.45, 0.95, 0.98, 1.55),\n    ( 1.00, 0.93, 0.98, 1.55),\n    ( 0.55, 0.90, 1.00, 1.58),\n    ( 0.00, 0.90, 1.00, 1.56),\n    (-0.60, 0.92, 1.00, 1.58),\n    (-1.00, 0.95, 1.00, 1.62),\n    (-1.35, 0.97, 1.00, 1.65),\n    (-1.80, 0.92, 1.05, 1.62),\n    (-2.25, 0.82, 1.15, 1.60),\n]\nbody = loft(\"CarBody\", [body_ring(*s) for s in stations], \"BodyYellow\")\nsub = body.modifiers.new(\"Subsurf\", 'SUBSURF'); sub.levels = 2; sub.render_levels = 2\n\ndef cab_ring(x, yc, zb, zt):\n    pts = [(yc, zb), (0.88*yc, zt), (0.0, zt+0.05), (-0.88*yc, zt), (-yc, zb), (0.0, zb-0.06)]\n    return [(x, y, z) for (y, z) in pts]\n\ncab_st = [\n    ( 0.55, 0.74, 1.50, 1.52),\n    ( 0.15, 0.68, 1.50, 1.98),\n    (-0.15, 0.64, 1.50, 2.14),\n    (-0.55, 0.64, 1.50, 2.12),\n    (-1.00, 0.70, 1.50, 1.88),\n    (-1.60, 0.80, 1.50, 1.62),\n]\ncab = loft(\"Greenhouse\", [cab_ring(*s) for s in cab_st], \"BodyYellow\")\nsub = cab.modifiers.new(\"Subsurf\", 'SUBSURF'); sub.levels = 2; sub.render_levels = 2\n\n# Wheel arch boolean cutters\nfor name, wx in ((\"ArchF\", 1.45), (\"ArchR\", -1.35)):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=48, radius=0.62, depth=2.6,\n        location=(wx, 0, 0.80), rotation=(1.5708, 0, 0))\n    cut = bpy.context.active_object\n    cut.name = name\n    cut.display_type = 'WIRE'\n    cut.hide_render = True\n    m = body.modifiers.new(name, 'BOOLEAN'); m.object = cut; m.operation = 'DIFFERENCE'\n\nprint(\"body built\")\n",
      "user_prompt": "Build muscle car body loft"
    }
    Output Redacted

    Body lofted. Now wheels: chunky tires with tread lugs, red rims with steel lip.

    Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, math\n\ndef add_cyl(name, r, d, loc, rot=(math.pi/2,0,0), mat='Steel', verts=48):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=r, depth=d, location=loc, rotation=rot)\n    ob = bpy.context.active_object; ob.name = name\n    ob.data.materials.append(bpy.data.materials[mat])\n    for p in ob.data.polygons: p.use_smooth = True\n    return ob\n\n# Build one wheel at origin (axis = Y), then place copies\nparts = []\ntire = add_cyl(\"Tire\", 0.75, 0.60, (0,0,0), mat='RubberBlack')\nb = tire.modifiers.new(\"Bevel\", 'BEVEL'); b.width = 0.16; b.segments = 4\nparts.append(tire)\n\n# Tread lugs\nlug_template = None\nfor i in range(20):\n    ang = i * 2*math.pi/20\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0.76*math.cos(ang), 0, 0.76*math.sin(ang)),\n                                    rotation=(0, -ang, 0))\n    lug = bpy.context.active_object\n    lug.scale = (0.055, 0.64, 0.12)\n    lug.name = f\"Lug{i}\"\n    lug.data.materials.append(bpy.data.materials['RubberBlack'])\n    parts.append(lug)\n\nrim = add_cyl(\"RimLip\", 0.36, 0.46, (0,0,0), mat='Steel'); parts.append(rim)\nrimface = add_cyl(\"RimFace\", 0.30, 0.50, (0,0,0), mat='AccentRed'); parts.append(rimface)\nhub = add_cyl(\"Hub\", 0.10, 0.56, (0,0,0), mat='Steel'); parts.append(hub)\nfor i in range(8):\n    ang = i * 2*math.pi/8\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0.18*math.cos(ang), 0.0, 0.18*math.sin(ang)),\n                                    rotation=(0, -ang, 0))\n    sp = bpy.context.active_object\n    sp.scale = (0.20, 0.54, 0.055)\n    sp.name = f\"Spoke{i}\"\n    sp.data.materials.append(bpy.data.materials['AccentRed'])\n    parts.append(sp)\n# lug nuts\nfor i in range(6):\n    ang = i * 2*math.pi/6\n    n = add_cyl(f\"Nut{i}\", 0.028, 0.60, (0.10*math.cos(ang), 0.0, 0.10*math.sin(ang)), mat='Steel', verts=6)\n    parts.append(n)\n\nbpy.ops.object.select_all(action='DESELECT')\nfor p in parts: p.select_set(True)\nbpy.context.view_layer.objects.active = tire\nbpy.ops.object.join()\nwheel = bpy.context.active_object\nwheel.name = \"Wheel_FL\"\n\npositions = [(1.45, 1.12, 0.75, 1), (1.45, -1.12, 0.75, -1), (-1.35, 1.12, 0.75, 1), (-1.35, -1.12, 0.75, -1)]\nwheels = [wheel]\nfor i in range(1, 4):\n    w = wheel.copy(); w.data = wheel.data\n    bpy.context.collection.objects.link(w)\n    wheels.append(w)\nnames = [\"Wheel_FL\", \"Wheel_FR\", \"Wheel_RL\", \"Wheel_RR\"]\nfor w, (x, y, z, side), nm in zip(wheels, positions, names):\n    w.name = nm\n    w.location = (x, y, z)\n    w.rotation_euler = (0, 0, 0 if side>0 else math.pi)\nprint(\"wheels done\")\n",
      "user_prompt": "Build monster wheels"
    }
    Output Redacted
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, math\n\ndef cyl(name, r, d, loc, rot, mat, verts=24):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=r, depth=d, location=loc, rotation=rot)\n    ob = bpy.context.active_object; ob.name = name\n    ob.data.materials.append(bpy.data.materials[mat])\n    for p in ob.data.polygons: p.use_smooth = True\n    return ob\n\ndef spring(name, loc, r=0.11, h=0.42, mat='AccentRed'):\n    bpy.ops.curve.primitive_bezier_circle_add(radius=0.028)\n    prof = bpy.context.active_object; prof.name = name+\"_prof\"\n    bpy.ops.curve.primitive_bezier_circle_add(radius=r)  # placeholder, replaced by spiral via mesh screw\n    helix = bpy.context.active_object\n    bpy.data.objects.remove(helix, do_unlink=True)\n    # build helix curve manually\n    cu = bpy.data.curves.new(name+\"_helix\", 'CURVE'); cu.dimensions = '3D'\n    sp = cu.splines.new('POLY')\n    turns, seg = 6, 12\n    n = turns*seg\n    sp.points.add(n)\n    for i in range(n+1):\n        a = i * 2*math.pi/seg\n        z = h * i/n - h/2\n        sp.points[i].co = (r*math.cos(a), r*math.sin(a), z, 1)\n    cu.bevel_mode = 'OBJECT'; cu.bevel_object = prof\n    ob = bpy.data.objects.new(name, cu)\n    bpy.context.collection.objects.link(ob)\n    ob.location = loc\n    ob.data.materials.append(bpy.data.materials[mat])\n    prof.hide_viewport = True; prof.hide_render = True\n    return ob\n\n# Axles (black tubes across, front & rear)\nfor nm, x in ((\"AxleF\", 1.45), (\"AxleR\", -1.35)):\n    cyl(nm, 0.09, 2.1, (x, 0, 0.75), (math.pi/2, 0, 0), 'DarkMetal')\n    # diff bulge\n    cyl(nm+\"_diff\", 0.17, 0.3, (x, 0, 0.75), (math.pi/2, 0, 0), 'DarkMetal')\n\n# Coil springs at each corner\nfor x in (1.45, -1.35):\n    for y in (0.62, -0.62):\n        spring(f\"Spring_{x}_{y}\", (x*0.93, y, 1.02))\n\n# 4-link bars (red) from axles to chassis center\nfor x, sgn in ((1.45, 1), (-1.35, -1)):\n    for y in (0.5, -0.5):\n        bar = cyl(f\"Link_{x}_{y}\", 0.035, 1.1, ((x+sgn*-0.55), y, 0.82), (0, math.radians(80*sgn), 0), 'AccentRed', 12)\n        bar.rotation_euler = (0, math.radians(75 if sgn>0 else -75), 0)\n\n# Chassis rails under body\nfor y in (0.45, -0.45):\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, y, 0.95))\n    r = bpy.context.active_object; r.scale = (3.6, 0.09, 0.10); r.name = f\"Rail_{y}\"\n    r.data.materials.append(bpy.data.materials['DarkMetal'])\n\n# steering/drive shafts detail\ncyl(\"DriveShaft\", 0.05, 2.6, (0.05, 0, 0.80), (0, math.pi/2, 0), 'Gunmetal', 12)\nprint(\"suspension done\")\n",
      "user_prompt": "Build suspension"
    }
    Output Redacted

    Let me check proportions against the side view before building the turbine.

    Thought 0 times. Used 10 tool calls. +0 -0 [Expand]
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy\n# Set viewport to right side ortho view, frame the model\nfor area in bpy.context.screen.areas:\n    if area.type == 'VIEW_3D':\n        for region in area.regions:\n            if region.type == 'WINDOW':\n                with bpy.context.temp_override(area=area, region=region):\n                    bpy.ops.view3d.view_axis(type='RIGHT')\n                    bpy.ops.view3d.view_all(center=False)\n        area.spaces[0].shading.type = 'MATERIAL'\nprint(\"view set\")\n",
      "user_prompt": "Set side view"
    }
    Output Redacted
    Tool: mcp__blender__get_viewport_screenshot
    mcp__blender__get_viewport_screenshot
    {
      "max_size": 1000,
      "user_prompt": "Side view proportions check"
    }
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, math\nfor nm, rot in ((\"Wheel_FL\", (math.pi/2, 0, 0)), (\"Wheel_RL\", (math.pi/2, 0, 0)),\n                (\"Wheel_FR\", (math.pi/2, 0, math.pi)), (\"Wheel_RR\", (math.pi/2, 0, math.pi))):\n    bpy.data.objects[nm].rotation_euler = rot\nfor area in bpy.context.screen.areas:\n    if area.type == 'VIEW_3D':\n        for region in area.regions:\n            if region.type == 'WINDOW':\n                with bpy.context.temp_override(area=area, region=region):\n                    bpy.ops.view3d.view_axis(type='FRONT')\n                    bpy.ops.view3d.view_all(center=False)\nprint(\"ok\")\n",
      "user_prompt": "Fix wheel rotations, side view"
    }
    Output Redacted
    Tool: mcp__blender__get_viewport_screenshot
    mcp__blender__get_viewport_screenshot
    {
      "max_size": 1000,
      "user_prompt": "Side proportions check"
    }
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, bmesh\n\nfor nm in (\"CarBody\", \"Greenhouse\"):\n    if nm in bpy.data.objects:\n        bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\ndef build_loft(name, rings, crease_idx, mat_name, subsurf=2):\n    me = bpy.data.meshes.new(name)\n    bm = bmesh.new()\n    cl = bm.edges.layers.float.new('crease_edge') if hasattr(bm.edges.layers, 'float') else None\n    try:\n        crease = bm.edges.layers.crease.verify()\n    except AttributeError:\n        crease = bm.edges.layers.float.new('crease_edge')\n    ring_verts = [[bm.verts.new(co) for co in ring] for ring in rings]\n    n = len(rings[0])\n    for a, b in zip(ring_verts[:-1], ring_verts[1:]):\n        for i in range(n):\n            j = (i+1) % n\n            bm.faces.new((a[i], a[j], b[j], b[i]))\n    bm.faces.new(reversed(ring_verts[0]))\n    bm.faces.new(ring_verts[-1])\n    # crease longitudinal edges at given ring indices\n    for e in bm.edges:\n        v1, v2 = e.verts\n        for ridx in range(len(ring_verts)-1):\n            for i in crease_idx:\n                if (v1 == ring_verts[ridx][i] and v2 == ring_verts[ridx+1][i]):\n                    e[crease] = crease_idx[i]\n    bm.normal_update()\n    bm.to_mesh(me); bm.free()\n    ob = bpy.data.objects.new(name, me)\n    bpy.context.collection.objects.link(ob)\n    ob.data.materials.append(bpy.data.materials[mat_name])\n    for p in me.polygons: p.use_smooth = True\n    if subsurf:\n        s = ob.modifiers.new(\"Subsurf\", 'SUBSURF'); s.levels = subsurf; s.render_levels = subsurf\n    return ob\n\ndef body_ring(x, yo, zb, zt):\n    pts = [\n        (0.0, zb),                    # 0 bottom center\n        (0.80*yo, zb),                # 1 rocker\n        (yo, zb + 0.55*(zt-zb)),      # 2 side bulge\n        (0.98*yo, zt),                # 3 beltline crest (crease)\n        (0.60*yo, zt+0.02),           # 4 hood/deck\n        (0.0, zt+0.04),               # 5 center top\n    ]\n    full = pts + [(-y, z) for (y, z) in reversed(pts[1:-1])]\n    return [(x, y, z) for (y, z) in full]\n\nstations = [\n    ( 2.38, 0.80, 1.10, 1.38),\n    ( 2.30, 0.86, 1.04, 1.44),\n    ( 2.00, 0.90, 1.00, 1.50),\n    ( 1.75, 0.94, 0.99, 1.54),\n    ( 1.45, 0.96, 0.99, 1.56),   # front wheel\n    ( 1.10, 0.94, 0.99, 1.55),\n    ( 0.55, 0.91, 1.01, 1.57),   # cowl\n    ( 0.00, 0.90, 1.01, 1.55),\n    (-0.60, 0.93, 1.01, 1.58),\n    (-1.00, 0.97, 1.00, 1.64),   # rear haunch\n    (-1.35, 0.98, 1.00, 1.66),   # rear wheel\n    (-1.75, 0.94, 1.04, 1.64),\n    (-2.15, 0.85, 1.12, 1.62),\n    (-2.22, 0.83, 1.14, 1.61),\n]\n# crease map: ring index -> crease value ; ring has 10 pts: idx3 & mirrored idx7 = beltline, idx1 & idx9 = rocker\ncrease_idx = {3: 1.0, 7: 1.0, 1: 0.7, 9: 0.7}\nbody = build_loft(\"CarBody\", [body_ring(*s) for s in stations], crease_idx, \"BodyYellow\")\n\n# wheel arch cutters again on new body\nimport math\nfor name, wx in ((\"ArchF2\", 1.45), (\"ArchR2\", -1.35)):\n    if name not in bpy.data.objects:\n        bpy.ops.mesh.primitive_cylinder_add(vertices=48, radius=0.68, depth=2.6,\n            location=(wx, 0, 0.78), rotation=(math.pi/2, 0, 0))\n        cut = bpy.context.active_object; cut.name = name\n        cut.display_type = 'WIRE'; cut.hide_render = True\n    m = body.modifiers.new(name, 'BOOLEAN'); m.object = bpy.data.objects[name]; m.operation = 'DIFFERENCE'\n# remove old cutters\nfor nm in (\"ArchF\", \"ArchR\"):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\ndef cab_ring(x, yc, zt):\n    zb = 1.48\n    pts = [(yc, zb), (0.86*yc, zt), (0.0, zt+0.03), (-0.86*yc, zt), (-yc, zb), (0.0, zb-0.05)]\n    return [(x, y, z) for (y, z) in pts]\n\ncab_st = [\n    ( 0.60, 0.76, 1.50),\n    ( 0.50, 0.75, 1.54),   # windshield base\n    (-0.10, 0.66, 2.10),   # roof front\n    (-0.50, 0.66, 2.09),   # roof rear\n    (-1.30, 0.76, 1.70),   # fastback\n    (-1.70, 0.82, 1.58),\n]\ncab = build_loft(\"Greenhouse\", [cab_ring(*s) for s in cab_st], {0: 1.0, 1: 1.0, 3: 1.0, 4: 1.0}, \"BodyYellow\", subsurf=1)\nb = cab.modifiers.new(\"Bevel\", 'BEVEL'); b.width = 0.02; b.segments = 2\nprint(\"shells rebuilt\")\n",
      "user_prompt": "Rebuild crisper body and faceted greenhouse"
    }
    Output Redacted
    Tool: mcp__blender__get_viewport_screenshot
    mcp__blender__get_viewport_screenshot
    {
      "max_size": 1000,
      "user_prompt": "Check rebuilt body side view"
    }
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, bmesh\n\nbpy.data.objects.remove(bpy.data.objects[\"Greenhouse\"], do_unlink=True)\n\nme = bpy.data.meshes.new(\"Greenhouse\")\nbm = bmesh.new()\ndef cab_ring(x, yc, zt):\n    zb = 1.46\n    pts = [(yc, zb), (0.86*yc, zt), (0.0, zt+0.02), (-0.86*yc, zt), (-yc, zb), (0.0, zb-0.05)]\n    return [(x, y, z) for (y, z) in pts]\ncab_st = [\n    ( 0.62, 0.78, 1.52),\n    ( 0.55, 0.77, 1.55),\n    (-0.10, 0.67, 2.08),\n    (-0.55, 0.67, 2.07),\n    (-1.30, 0.77, 1.68),\n    (-1.72, 0.83, 1.56),\n]\nrings = [[bm.verts.new(co) for co in cab_ring(*s)] for s in cab_st]\nfor a, b in zip(rings[:-1], rings[1:]):\n    for i in range(6):\n        j = (i+1) % 6\n        bm.faces.new((a[i], a[j], b[j], b[i]))\nbm.faces.new(reversed(rings[0]))\nbm.faces.new(rings[-1])\nbm.normal_update()\nbm.to_mesh(me); bm.free()\ncab = bpy.data.objects.new(\"Greenhouse\", me)\nbpy.context.collection.objects.link(cab)\ncab.data.materials.append(bpy.data.materials[\"BodyYellow\"])\nb = cab.modifiers.new(\"Bevel\", 'BEVEL'); b.width = 0.035; b.segments = 3\n# flat shading (facets), smooth only via bevel's harden normals\nfor p in me.polygons: p.use_smooth = False\nprint(\"cab faceted\")\n",
      "user_prompt": "Faceted greenhouse"
    }
    Output Redacted
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy\ncab = bpy.data.objects[\"Greenhouse\"]\ncab.data.materials.append(bpy.data.materials[\"Glass\"])  # slot 1\nfor p in cab.data.polygons:\n    c = p.center; n = p.normal\n    if n.z < -0.3:  # bottom skirt\n        continue\n    seg_ws   = 0.55 >= c.x >= -0.10   # windshield zone\n    seg_roof = -0.10 > c.x >= -0.55\n    seg_fb   = -0.55 > c.x >= -1.30   # rear window zone\n    side     = abs(n.y) > 0.55\n    topfacet = n.z > 0.35\n    if side and (0.55 >= c.x >= -1.30):\n        p.material_index = 1\n    elif topfacet and seg_ws and n.x > 0.3:\n        p.material_index = 1\n    elif topfacet and seg_fb and n.x < -0.3:\n        p.material_index = 1\nprint(\"windows assigned\")\n",
      "user_prompt": "Assign window glass materials"
    }
    Output Redacted
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, math\n\ndef box(name, loc, scale, mat, rot=(0,0,0)):\n    bpy.ops.mesh.primitive_cube_add(size=1, location=loc, rotation=rot)\n    ob = bpy.context.active_object; ob.name = name; ob.scale = scale\n    ob.data.materials.append(bpy.data.materials[mat])\n    return ob\n\ndef cyl(name, r, d, loc, rot, mat, verts=32):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=r, depth=d, location=loc, rotation=rot)\n    ob = bpy.context.active_object; ob.name = name\n    ob.data.materials.append(bpy.data.materials[mat])\n    for p in ob.data.polygons: p.use_smooth = True\n    return ob\n\n# Front grille: dark recessed panel\ng = box(\"Grille\", (2.36, 0, 1.30), (0.10, 1.46, 0.22), 'DarkMetal')\nb = g.modifiers.new(\"Bevel\",'BEVEL'); b.width=0.03; b.segments=2\n# grille bars\nfor i in range(3):\n    box(f\"GrilleBar{i}\", (2.42, 0, 1.24 + i*0.06), (0.02, 1.40, 0.015), 'Gunmetal')\n# Headlights: quad round, outer pairs\nfor y in (0.52, 0.66, -0.52, -0.66):\n    cyl(f\"Headlight_{y}\", 0.075, 0.06, (2.43, y, 1.31), (0, math.pi/2, 0), 'Cream')\n    cyl(f\"HeadlightRing_{y}\", 0.09, 0.03, (2.42, y, 1.31), (0, math.pi/2, 0), 'Chrome')\n# Front bumper\nfb = box(\"BumperF\", (2.44, 0, 1.10), (0.08, 1.70, 0.09), 'Chrome')\nbv = fb.modifiers.new(\"Bevel\",'BEVEL'); bv.width=0.03; bv.segments=2\n# Rear tail panel + lights + bumper\ntp = box(\"TailPanel\", (-2.26, 0, 1.38), (0.08, 1.40, 0.20), 'DarkMetal')\nbv = tp.modifiers.new(\"Bevel\",'BEVEL'); bv.width=0.03; bv.segments=2\nfor y in (0.45, -0.45):\n    box(f\"TailLight_{y}\", (-2.31, y, 1.38), (0.03, 0.40, 0.10), 'AccentRed')\nrb = box(\"BumperR\", (-2.32, 0, 1.18), (0.08, 1.60, 0.09), 'Chrome')\nbv = rb.modifiers.new(\"Bevel\",'BEVEL'); bv.width=0.03; bv.segments=2\n# Hood stripes (red pair), following hood slope\nfor y in (0.11, -0.11):\n    box(f\"Stripe_{y}\", (1.45, y, 1.575), (1.75, 0.10, 0.012), 'AccentRed', rot=(0, math.radians(4), 0))\n# Deck stripes at rear\nfor y in (0.11, -0.11):\n    box(f\"StripeR_{y}\", (-1.95, y, 1.645), (0.55, 0.10, 0.012), 'AccentRed', rot=(0, math.radians(-3), 0))\n# Rocker sills\nfor y in (0.88, -0.88):\n    box(f\"Sill_{y}\", (0.05, y, 1.00), (2.4, 0.10, 0.10), 'DarkMetal')\n# Rear quarter fins (red blades angled up/back)\nfor y in (0.92, -0.92):\n    fin = box(f\"QuarterFin_{y}\", (-1.9, y*1.02, 1.62), (0.75, 0.035, 0.26), 'AccentRed',\n              rot=(math.radians(-14*(1 if y>0 else -1)), math.radians(-32), 0))\nprint(\"car details added\")\n",
      "user_prompt": "Add car front/rear details"
    }
    Output Redacted
    Tool: mcp__blender__execute_blender_code
    mcp__blender__execute_blender_code
    {
      "code": "\nimport bpy, math\n\nroot = bpy.data.objects.new(\"TurbineRoot\", None)\nbpy.context.collection.objects.link(root)\nroot.location = (-0.2, 0, 2.52)\nroot.rotation_euler = (0, math.radians(-7), 0)  # nose up\n\ndef tpart(ob):\n    ob.parent = root\n    return ob\n\ndef lcyl(name, r, d, lx, mat, verts=48, ly=0, lz=0):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=r, depth=d,\n        location=(0,0,0), rotation=(0, math.pi/2, 0))\n    ob = bpy.context.active_object; ob.name = name\n    ob.data.materials.append(bpy.data.materials[mat])\n    for p in ob.data.polygons: p.use_smooth = True\n    ob.parent = root\n    ob.location = (lx, ly, lz)\n    return ob\n\n# Housing segments front->rear (lx = local x center)\nsegs = [\n    (\"IntakeLip\",   0.76, 0.28,  1.90, 'Gunmetal'),\n    (\"IntakeCowl\",  0.72, 0.55,  1.52, 'Steel'),\n    (\"BandA\",       0.74, 0.10,  1.22, 'BrassGold'),\n    (\"MidBody\",     0.63, 0.75,  0.80, 'Steel'),\n    (\"BandB\",       0.66, 0.12,  0.40, 'BrassGold'),\n    (\"Combustor\",   0.57, 0.85, -0.10, 'Gunmetal'),\n    (\"BandC\",       0.60, 0.10, -0.56, 'BrassGold'),\n    (\"TaperBody\",   0.50, 0.70, -0.98, 'Steel'),\n    (\"NozzleRing\",  0.44, 0.30, -1.45, 'BrassGold'),\n    (\"Nozzle\",      0.40, 0.45, -1.80, 'DarkMetal'),\n]\nfor nm, r, d, lx, mat in segs:\n    lcyl(nm, r, d, lx, mat)\n\n# Nozzle inner dark hole\nlcyl(\"NozzleHole\", 0.34, 0.10, -2.01, 'RubberBlack')\n# Intake interior dark\nlcyl(\"IntakeInner\", 0.68, 0.5, 1.80, 'RubberBlack')\n# Spinner cone\nbpy.ops.mesh.primitive_cone_add(vertices=32, radius1=0.26, depth=0.55, location=(0,0,0),\n                                rotation=(0, math.pi/2, 0))\ncone = bpy.context.active_object; cone.name = \"Spinner\"\ncone.data.materials.append(bpy.data.materials['Steel'])\nfor p in cone.data.polygons: p.use_smooth = True\ncone.parent = root; cone.location = (1.95, 0, 0)\n# Fan disc + blades\nlcyl(\"FanDisc\", 0.64, 0.06, 1.58, 'DarkMetal')\nfor i in range(24):\n    a = i*2*math.pi/24\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0,0,0))\n    bl = bpy.context.active_object; bl.name = f\"FanBlade{i}\"\n    bl.scale = (0.02, 0.055, 0.62)\n    bl.rotation_euler = (a, math.radians(30), 0)\n    bl.data.materials.append(bpy.data.materials['Gunmetal'])\n    bl.parent = root\n    bl.location = (1.66, 0.31*math.sin(a+math.pi/2)*0 , 0)\n    bl.location = (1.66, 0, 0)\n    bl.rotation_euler = (a, 0, math.radians(0))\n    # orient blade radial: rotate around X axis by a, blade extends along Z\n# rib rings on mid body\nfor lx in (0.98, 0.80, 0.62, -0.75, -0.92, -1.10):\n    lcyl(f\"Rib_{lx}\", 0.655 if lx>0 else 0.52, 0.035, lx, 'Gunmetal')\nprint(\"turbine core done\")\n",
      "user_prompt": "Build turbine core"
    }
    Output Redacted
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