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blender-pipeline-automation

blender-pipeline-automation

github.com/el4cteoCreative & media56995 installsUpdated 2w ago
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About blender-pipeline-automation

A Blender pipeline automation skill for technical artists and teams processing asset libraries. It documents headless batch operations, JSON results, parallel sharding, and reproducible scripting practices.

Key features

  1. 01Headless batch conversion and reporting
  2. 02Run scripts across asset files
  3. 03JSON results and failure summaries
  4. 04Parallel batches with shard flags
  5. 05Guidance for CI and bpy usage

Use cases

  1. 01Convert FBX assets to GLB in batches
  2. 02Create inventory reports for a library
  3. 03Run QA or LOD scripts over many files
  4. 04Automate Blender jobs in CI

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/el4cteo/blender-skills --skill blender-pipeline-automation

After installing, type/blender-pipeline-automationin Claude Code to confirm it loaded.

Bundled filesscripts/_bpyx.pyscripts/batch_process.py

Details

From the project README

Pipeline Automation

The execution model is in blender-core (run_in_blender.py finds Blender and prints only the JSON results).

Batch one-liners

blender -b -P scripts/batch_process.py -- --in "assets/**/*.fbx" --op convert --to glb --out export/
blender -b -P scripts/batch_process.py -- --in library/ --op report                      # inventory JSON lines
blender -b -P scripts/batch_process.py -- --in "src/*.blend" --op script \
    --script ../blender-asset-qa/scripts/qa_check.py --kwargs '{"profile":"game"}'       # QA a whole library
blender -b -P scripts/batch_process.py -- --in src/ --op script --script ../blender-game-optimization/scripts/make_lods.py \
    --kwargs '{"rename":true}' --save-to processed/                                      # LODs for every file

Each file is streamed as one JSON line with ok, timing and results. Failures don't stop the batch, and the summary lists them. Parallel: start N processes with --shard 0/N … --shard N-1/N (Blender uses one core for Python, so processes scale with CPU/GPU count).

Headless CLI essentials

FlagMeaning
-bbackground, no UI. Put it first
file.blendopen before running scripts. Order matters: args run left to right
-P script.py / --python-expr "..."run Python
--python-exit-code 1non-zero exit if the script raises (CI)
--factory-startupignore user prefs/add-ons (reproducible). Bundled add-ons still load
--addons rigify,io_scene_fbxenable specific add-ons
-E CYCLES -o //out/#### -F PNG -s 1 -e 10 -a / -f 5render (blender-rendering)
--command extension build/validate/install-fileextension tooling (blender-addon-development)
-- --my argseverything after -- goes to the script (sys.argv[sys.argv.index("--")+1:])
--log "*", --debug-pythondebugging. 5.0 changed the log format, so don't regex progress lines
Environment variables: BLENDER_USER_SCRIPTS, BLENDER_USER_EXTENSIONS, BLENDER_SYSTEM_PYTHON. Use OCIO for custom color configs.

bpy as a Python module

pip install bpy==5.2.* (Python 3.13, matching the Blender release) gives import bpy in plain Python, which is handy for pytest/CI/web services. It has no UI and no GPU module by default, and it's large (~300 MB). Version-lock it with the Blender you target. The bpy wheel and the CLI behave the same for data API work.

Library patterns

  • Append/link: bpy.data.libraries.load(path, link=...) (see blender-core/references/bpy-patterns.md). 5.2: data_from.libraries exposes nested library paths when loading.
  • Write a subset: bpy.data.libraries.write(path, {datablocks}, fake_user=True, path_remap="RELATIVE_ALL") builds asset/library files from a session.
  • Find files: bpy.data.file_path_foreach(...) (5.2 flags: EXPAND_TOKENS for UDIMs, EXPAND_SEQUENCES, EXPAND_CACHES), and bpy.utils.blend_paths(absolute=True) lists every external path.
  • Remap/relocate: bpy.ops.file.find_missing_files(directory=...), make_paths_relative, pack_all. Libraries: lib.filepath = new; lib.reload().
  • Iterate every ID: bpy.data.all_ids (5.2), and bpy.data.orphans_purge(do_recursive=True) for cleanup.

Robustness rules

  • One task per process where possible. Long Blender sessions leak (images, undo). batch_process.py reuses the process but resets with read_factory_settings(use_empty=True) / open_mainfile.
  • Never write into the source folder by default. Use separate --out/--save-to, and write with copy=True.
  • Make scripts idempotent: re-running replaces their own outputs (named prefixes, exist_ok).
  • Log JSON, not prose: one object per file/job, so agents and CI can parse it cheaply.
  • Pin the Blender version (5.2 LTS) for a project. Record bpy.app.version_string + hash (bpy.app.build_hash) in the outputs.
  • Paths: bpy.path.abspath("//x") is relative to the opened .blend. In headless batches use absolute paths, or set them after open_mainfile.
  • GPU in containers: Cycles CUDA/OptiX needs the NVIDIA container runtime. Otherwise use CPU. EEVEE needs a GPU/EGL even headless.

CI recipe (GitHub Actions)

Download the Linux tarball (https://download.blender.org/release/Blender5.2/blender-5.2.2-linux-x64.tar.xz), cache it, then blender -b --factory-startup --python-exit-code 1 -P tests/run_all.py. This repo's .github/workflows/ci.yml is a working example.

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