SuperAPI AI Directory

wireframe-to-3d

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Updated 10-15 20:05

About this skill

MCP backend

Use when: User provides one or more PNG wireframe images and wants a 3D model. Also use when user asks to model an object from front/side/back drawings, or to convert technical line art to glTF/GLB.

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.

Wireframe-to-3D Conversion

Convert 2D orthographic wireframe images to parametric 3D Blender models, exported as glTF 2.0 binary (.glb).

Overview

The skill drives a four-stage pipeline:

  1. Analyze wireframe images locally with scripts/wireframe_analyzer.py (OpenCV → Bezier control points in JSON).
  2. Generate Blender Python code that recreates the contours as parametric Bezier curves.
  3. Execute code through the selected Blender MCP backend, converting curves to meshes with PBR materials.
  4. Export as optimized GLB (≤ 15 MB), validating size and topology.

You (the agent) are the orchestrator. The scripts/ directory contains the only standalone code (wireframe_analyzer.py); everything else is patterns you emit and run via MCP.

Prerequisites — check first

Before any wireframe work, verify the environment:

  1. Blender MCP is reachable. Call the selected backend's read-only scene-inspection tool. If it cannot connect, stop and tell the user:

    "The selected Blender MCP backend is not reachable. Start Blender, enable its add-on, verify the configured host/port, then re-run."

  2. Python deps for the analyzer. Run:

    python3 -c "import cv2, numpy, scipy" 2>&1
    

    If it errors, run pip install opencv-python numpy scipy Pillow (or instruct the user to).

  3. Image input. Confirm the user provided at least one PNG. Reasonable bounds: ≥ 400×400 px, black-on-white or white-on-black line art.

Decision flow

Q1: How many views?

  • Single view → flat 2D extrusion only (warn the user; depth must be supplied or assumed).
  • Front + side → full 3D reconstruction (silhouette × depth profile).
  • Front + side + back → use back view for symmetry validation.

Q2: Detail level?

  • preview — RDP epsilon = 4.0, target ~1–2k tris, < 1 MB GLB.
  • production — RDP epsilon = 2.0, target ~5–8k tris, 2–4 MB GLB. Default.
  • high — RDP epsilon = 1.0, target ~10–20k tris, may need Decimate to stay under 15 MB.

Q3: Geometry type?

  • wires — frames, arms, hinges. Use bevel_depth on curves.
  • surfaces — lenses, domes. Use lofted profiles or fill caps.
  • hybrid — both. Default for glasses-like objects.

Q4: Real-world scale?

  • If the user gave dimensions (e.g., "glasses are 140 mm wide"), use them.
  • Otherwise infer from wireframe aspect ratio and assume a sensible default (140 mm width for glasses, 180 mm for helmets, etc.). Confirm with user if not obvious.

Mandatory correction loop for reference/texture-driven subjects

When user feedback says the model does not match the reference/texture, stop the normal "generate from primitives" loop and switch to reference-locked modeling:

  1. Count visible design parts first from the provided texture/wireframe and write the count into stdout/notes before modeling. Do not infer a radial or repeated count from symmetry; the visual design count in the source manifest is the contract.
  2. Use the front view as canonical. Create an image-empty/plane/reference overlay in the same front orthographic camera used for validation. Align scale, centerline, and bounding circle before adding depth.
  3. Trace or define 2D silhouettes in front-view X/Z first. Build mesh surfaces from those silhouettes; do not place generic ellipses and then try to texture them.
  4. Lock the front projection. Add depth only on the view axis after the front silhouette matches. Side/back views refine thickness and stacking but must not alter the front outline.
  5. Use Project-from-View-style UVs for any texture that is meant to match the front drawing. One front-facing surface should map to the corresponding texture crop 1:1.
  6. Render an overlay validation: reference/wireframe behind or over the model, plus a printed checklist: expected count, actual object count, face position, outer silhouette bounds, and side/back depth.
  7. If an iteration repeats the same error twice, consult references/best-practices.md and add a short durable note before another attempt.

For repeated motif subjects, create exactly the primary structural components declared by the source manifest. Name them by source-visible position or semantic role, and validate the count before export.

Stage 1 — Run the analyzer

Run the bundled analyzer once per view:

python3 ${CLAUDE_SKILL_DIR}/scripts/wireframe_analyzer.py <input.png> <output.json>

The script outputs JSON with this shape:

{
  "metadata": {"image_size": [W, H], "num_contours": N, "parameters": {...}},
  "contours": [[[x, y], ...], ...],
  "bezier_curves": [[[[P0], [P1], [P2], [P3]], ...], ...]
}

Tuning RDP epsilon (only if defaults fail):

  • Output has too few/jagged contours → lower epsilon to 1.0–1.5.
  • Output has too many noisy points → raise epsilon to 3.0–4.0.
  • Pass via --rdp-epsilon (or edit the call in the script).

Read the JSON with the host's file-reading tool. Do not pass huge JSON blobs to Blender — extract what you need first.

Stage 2 — Generate Blender code

Build code in small, self-contained chunks (each execute_blender_code call gets a fresh Python namespace; only bpy.data persists between calls). Always re-import what you need.

Pattern: create a Bezier curve from control points

import bpy

# Identify by stable name; bpy.data persists between calls.
name = 'GEO-lens-right'

curve_data = bpy.data.curves.new(name=name, type='CURVE')
curve_data.dimensions = '3D'
curve_data.resolution_u = 16    # tessellation resolution
curve_data.bevel_depth = 0.001  # 1 mm wire thickness (adjust for surfaces)
curve_data.use_fill_caps = True

obj = bpy.data.objects.new(name, curve_data)
bpy.context.collection.objects.link(obj)

# Control points come from the analyzer JSON (px → mm scaling done client-side).
control_points = [(0.0, 0.0, 0.0), (0.5, 1.0, 0.0), (1.5, 1.0, 0.0), (2.0, 0.0, 0.0)]

spline = curve_data.splines.new(type='BEZIER')
spline.bezier_points.add(len(control_points) - 1)
for i, (x, y, z) in enumerate(control_points):
    pt = spline.bezier_points[i]
    pt.co = (x, y, z)
    pt.handle_left_type = 'ALIGNED'   # C¹ smooth
    pt.handle_right_type = 'ALIGNED'

print(f"created:{name}")  # signal back via stdout

Pixel → world conversion (do this in the code you generate, before sending to Blender):

norm_x = px_x / img_width
norm_y = 1.0 - (px_y / img_height)   # flip Y; image origin is top-left
x_world = (norm_x - 0.5) * world_width_mm / 1000.0   # to metres
y_world = (norm_y - 0.5) * world_height_mm / 1000.0

Pattern: convert curves to mesh + cleanup

import bpy

name = 'GEO-lens-right'
obj = bpy.data.objects[name]

bpy.context.view_layer.objects.active = obj
bpy.ops.object.convert(target='MESH')

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.shade_smooth()

mesh = obj.data
print(f"mesh:{name} verts:{len(mesh.vertices)} polys:{len(mesh.polygons)}")

Pattern: PBR material (Principled BSDF — the only shader glTF exports cleanly)

import bpy

mat = bpy.data.materials.get('MAT-frame-metal') or bpy.data.materials.new('MAT-frame-metal')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.08, 0.08, 0.10, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.25

obj = bpy.data.objects['GEO-frame']
if obj.data.materials:
    obj.data.materials[0] = mat
else:
    obj.data.materials.append(mat)
print('material:assigned')

Material presets (use these unless the user specifies):

  • MAT-frame-metal — (0.08, 0.08, 0.10) base, metallic=1.0, roughness=0.25 (brushed steel)
  • MAT-lens-mirror — (0.05, 0.08, 0.15) base, metallic=0.8, roughness=0.05, IOR=1.5 (mirror glass)
  • MAT-pad-silicone — (0.65, 0.63, 0.60) base, metallic=0.0, roughness=0.7 (matte silicone)

Pattern: export to GLB

import bpy, os

filepath = '/tmp/wireframe_output.glb'
bpy.ops.export_scene.gltf(
    filepath=filepath,
    export_format='GLB',
    export_materials='EXPORT',
    export_uv=True,
    export_normals=True,
    export_animations=False,
    export_yup=True,
)
size_mb = os.path.getsize(filepath) / (1024 * 1024)
print(f"export:{filepath} size_mb:{size_mb:.2f}")

If size_mb > 15: apply Decimate and re-export (see error recovery).

Stage 3 — Validate

After the full pipeline, validate before declaring success:

  1. mcp__blender__get_scene_info — confirm expected objects exist.
  2. For paired parts (left/right lens), call mcp__blender__get_object_info on each and compare bounding box widths. Tolerance: 1 mm.
  3. Triangle count: get via get_object_info. If a part exceeds budget, plan Decimate.
  4. File size: must be ≤ 15 MB hard cap, ideally ≤ 8 MB.

Error recovery

Symptom Likely cause Fix
Code execution error: ... from MCP Bad Python in generated code Re-emit code in smaller chunks; trace the line from the error message
Could not connect to Blender Addon not running Tell the user to start Blender + addon
Timeout waiting for Blender response Code chunk too large or slow Break into smaller execute_blender_code calls
Variables undefined across calls Each call gets a fresh namespace Re-import modules; refer to objects by bpy.data.objects['name']
Analyzer outputs 0 contours Image too low contrast Re-run with --gaussian-kernel 7 --canny-t1 30
Asymmetric lenses Original drawing asymmetric, or contour detection inconsistent Warn the user; do not auto-mirror unless asked
GLB too large High poly count or embedded textures Apply DECIMATE modifier with ratio 0.6–0.8; re-export
Mesh has holes Curve resolution too low Raise curve_data.resolution_u to 24 or 32; reconvert
Material missing in GLB Used non-Principled-BSDF nodes Rebuild material using only Principled BSDF

Decimate code pattern (when GLB > 15 MB)

import bpy

obj = bpy.data.objects['GEO-frame']
bpy.context.view_layer.objects.active = obj

mod = obj.modifiers.new(name='Decimate', type='DECIMATE')
mod.ratio = 0.7
mod.use_collapse_degenerate = True
bpy.ops.object.modifier_apply(modifier=mod.name)
print(f"decimated:{obj.name} verts:{len(obj.data.vertices)}")

Output to user

When done, report:

  • Output path of the GLB file
  • File size in MB (vs 15 MB cap)
  • Triangle count per part (vs 30 000 cap)
  • Material slots assigned
  • Any warnings (asymmetry, decimation applied, fallbacks used)

Example:

✓ Exported /tmp/wireframe_output.glb (2.4 MB)
Triangles: 5 200 (3 parts: GEO-frame, GEO-lens-right, GEO-lens-left)
Materials: MAT-frame-metal, MAT-lens-mirror
Warnings: none

When to load deeper references

The body above covers the 80% case. For the long tail, load these on demand:

  • references/algorithms.md — image-processing pipeline theory (Canny, RDP, least-squares Bezier fitting), 2D-to-3D reconstruction principles, ISO 128 orthographic standards. Load when the analyzer output looks wrong and you need to tune parameters.
  • references/blender-patterns.md — exhaustive Blender Python patterns (lofting, surface revolution, custom modifier stacks). Load when the user requests non-standard geometry (curved surfaces, complex bridges, articulated parts).
  • references/best-practices.md — performance optimization (foreach_set, batch ops, context caching), naming conventions (Blender Studio standards), modifier stack ordering. Load when builds are slow or output topology is poor.

Constraints

  • Blender ≥ 4.0 (5.x preferred). The Principled BSDF node and glTF exporter are stable across these versions.
  • glTF embedded only (no .bin + textures sidecar; no KTX2/Draco compression — Three.js needs extra loaders we haven't vendored).
  • PNG textures only (max 1024×1024). Prefer flat PBR colours; textures only when essential.
  • No bone animations in the GLB. Idle motion is driven in JS by the consumer site.

Tip

If the user just says "convert this wireframe", default to: view_type=auto-detect, detail_level=production, geometry_type=hybrid, world_width_mm=auto. Only ask for clarification if multiple interpretations are plausible.

Scope boundary — what wireframe-to-3d does and doesn't produce

This skill produces 2D outline tracing extruded to thin curves — a flat-in-Y wireframe representation of the input drawing. It does not produce:

  • Filled surfaces (e.g. lens glass between rim outlines)
  • True 3D depth from a single view (output is flat in Y)
  • Multi-view 3D reconstruction (front + side views combined volumetrically)
  • Sub-features not in the input lines (nose pads, articulated hinges, etc.)
  • Production-quality materials (placeholder only — real materials come from blender-materials)

For a "complete rendered and textured X" (e.g. Ray-Ban Aviator from a wireframe), chain this skill with others:

Step Skill What it adds
1 wireframe-to-3d Frame outline as 3D curves — the foundation, not the deliverable
2 blender-modeling Filled lens discs (UV spheres scaled to lens dimensions); temple arms (Bezier curves extending backward in Y); any 3D detail not in the wireframe
3 blender-materials Gold/silver metal frame; mirror lens material with Metallic=0.9, Roughness=0.04; etc.
4 blender-lighting subject_class='metal' for product-shot lighting
5 blender-cameras 85-100mm focal length, shallow DoF for hero product shot
6 blender-rendering Cycles 256+ samples, denoise, AgX view transform

See text-to-blender/assets/v0.9.0-validation/03_aviator_wireframe_to_3d.webp for what wireframe-to-3d produces alone (flat outline tracing) vs 04_aviator_chained_upgrade.webp for what the chained orchestration produces (a Ray-Ban-style hero render).

The orchestrator (text-to-blender) should always plan for the chain when the user asks for a "model of X" from a wireframe.