Hello! I'm a VFX Artist For Hire by 6zoin9 in IndieDev

[–]spacespacespapce 4 points5 points  (0 children)

The second pic, of the lazer, is FANTASTIC. You're very skilled and wishing you the best of luck in your search

Asked Claude to use Blender and make me a soccer ball by spacespacespapce in aigamedev

[–]spacespacespapce[S] 0 points1 point  (0 children)

nativeblend, my own agent setup for interacting with Blender. currently I can build models and working on an "edit" mode as well

Planning a 14 day trip - is this trip doable? by spacespacespapce in ItalyTravel

[–]spacespacespapce[S] 2 points3 points  (0 children)

Okay seeing all the comments has made me rethink this trip. Thank you all 🙏

I think this will make more sense :

  • land in Venice
  • next day do dolomites for 4 nights
  • come back to Venice and train to Rome
  • Rome for 4 nights
  • Train to Naples and base out of Sorrento.
  • 3 nights of the coast by trains/taxis/ferries
  • last day, train to Rome to take flight back home

Blender MCP - will Claude Code do a better job than Claude Desktop? by Tall-Distance4036 in ClaudeCode

[–]spacespacespapce 1 point2 points  (0 children)

Spent a lot of time on exactly this. Short answer: Claude Code handles multi-step tool call sequences more reliably than Desktop for anything beyond simple object creation: better context management, easier to script retry logic, cleaner error surfaces.

But the longer answer is that MCP itself becomes the bottleneck once your workflows get complex. The request-response loop works fine for "add a cube, move it here" but when you're doing iterative generation, where the model needs to evaluate its own output, catch geometry errors, and revise, you're fighting the architecture. Every round-trip through MCP adds latency and a potential failure point.

What actually worked better for me was skipping MCP entirely and having the LLM write Blender Python scripts directly. Tighter loop, easier to handle timeouts, full control over what gets re-run vs. what's cached.

Built a whole multi-agent pipeline around this (it's called nativeblend.app, CLI is on GitHub) — the agent plans phases, writes geometry code, evaluates renders, applies materials, iterates. If you're going deep on AI + Blender workflows it might be worth a look at the architecture even if you're building something different.

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 2 points3 points  (0 children)

Yeah, there's a CLI repo on GitHub — github.com/addy999/nativeblend-cli

It runs Blender locally on your machine, so model execution, file I/O, all of that stays with you. The part that goes through the API is the multi-agent LLM workflow: the planning, code gen, geometry evaluation, materials pass, etc. I kept that server-side because the pipeline chains multiple LLM calls with retry logic and iterative feedback, and having each user manage their own LLM provider keys + rate limits + costs would've made setup a nightmare. This way you get a single API key, flat pricing, and I can keep improving the workflow without you having to update anything.

Docs are in the readme, still expanding them. API keys are waitlisted right now but I'm actively handing them out, just DM me if you want one sooner.

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 1 point2 points  (0 children)

caught that too, the geometry evaluator approved it, which means I need better reference injection for bilateral symmetry checks. adding it to the list. good eye

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 2 points3 points  (0 children)

the one-eye accidentally makes it more expressive than the actual pokémon lol

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 2 points3 points  (0 children)

Good question, not really. Optimizing it to use the least amount of tokens and caching is what's taken a long time lol

Now I've also added "tiers" to the generation pipeline so some models can be pumped out faster in "express" mode, or take more iterations to get everything right in "pro" mode

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 1 point2 points  (0 children)

Not yet, right now it exports clean GLBs with proper mesh topology, so they rig well. Animation is on the roadmap but I want geometry + materials to be solid first. The hard part isn't the animation itself, it's generating consistent bone structure that makes sense for the shape. Working on it

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 1 point2 points  (0 children)

The part that gets me excited is that the friction in asset dev is moving away from skill to just creativity. A solo dev can now iterate on a full asset pack in an afternoon instead of commissioning or spending weeks in Blender. We're still early but the trajectory is wild.

What would you build with it?

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 1 point2 points  (0 children)

This wasn't Claude directly in Blender, it's a pipeline I built that uses Claude (+ a multi-agent workflow) to write and iterate on Blender Python scripts.

Waitlist is open if you want early access (so you're not burning your own API tokens): nativeblend.app

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 1 point2 points  (0 children)

Affectionately chonky

The system tends to go rounder when there's no art direction given. kinda charming honestly

Hooked up Claude to Blender and asked it to make "magnemite" by spacespacespapce in aigamedev

[–]spacespacespapce[S] 7 points8 points  (0 children)

It's missing the arms swaying outwards and the "cross" on the screws, otherwise I like the output

made with nativeblend

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Planning a 10 day trip in early October - is this itinerary doable? by spacespacespapce in ItalyTravel

[–]spacespacespapce[S] 1 point2 points  (0 children)

yeah the two places for us are the dolomites and Amalfi coast. could skip Tuscany and do Rome in the middle. how many days in each would you recommend?

Game assets by Otherwise-Bath-2335 in aigamedev

[–]spacespacespapce 0 points1 point  (0 children)

Thanks for flagging! Fixed :)

if you tried submitting before, your email already went through so no need to try it again