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ZeroBlender — Blender-style modeling in Zero

Model, rig and animate in Zero with Blender's Python API. .zblend documents are live, placeable models; the blender toolbox mirrors Blender MCP; a multi-pass workflow drives agents to a finished model.

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Updated Sep 27, 20261 fork
modelingblenderbpyzblendrigginganimation3dtoolsagentsworkflow

ZeroBlender

Blender-style modeling inside Zero. Agents (and people) write the same Python they would write for Blender — bpy, bmesh, mathutils — and the result is a live Zero model.

What you get

Install ZeroBlender.package and you get:

  • .zblend documents — Zero's .blend. Editable scene, script history, and a live output.bundle. Drag one into a scene; placed copies follow later edits and play their animations. Searchable, previewed, and scriptable (doc:run(code), doc:screenshot("ISO"), doc:instantiate(target)).
  • The blender toolbox — the Blender MCP tool names (execute_blender_code, get_scene_info, get_object_info, get_viewport_screenshot, bpy_api_lookup), so agents that know Blender MCP work here unchanged.
  • Modeling: primitives, edit mode (extrude, inset, loop cut, bevel, bridge, spin, knife project, UV smart project), bmesh, modifiers (bevel, boolean, array, subsurf, mirror, solidify, screw, weld, displace, armature), curves and text, Principled/Image/Normal Map nodes and Zero shaders as nodes.
  • Rigging and animation: armatures, pose bones, bone parenting, vertex groups, automatic weights, keyframes and slotted actions, constraints including IK with pole targets, drivers, NLA. Baked into clips that play on placed models.
  • Scene arrangement: empties, duplicates and linked duplicates, collections, collection instances, placing other .zblend documents, origin tools, 3D cursor and snapping.
  • The model workflow and modeling skill — ask an agent to "model X" and it gets references, builds, and goes through critic/builder rounds until the model holds up against the reference.

Checked against Blender

Geometry, bone matrices, deformation, weights, F-Curves, constraints, IK and NLA are checked against Blender 5.2.1 through the live Blender MCP; the modeling parity suite (76 cases) lives in modeling/references/parity/.

Where editing happens

Previews live in a separate ModelingWorkspace layer on its own render layer, so modeling never touches the scene you have open.

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