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orthographic-registration

orthographic-registration

github.com/roble3Creative & media128840 installsUpdated 2w ago
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About orthographic-registration

orthographic-registration is a skill for aligning multi-view orthographic references during Blender modeling. It assigns silhouette and depth constraints to front, side, top, and back views to keep geometry consistent across projections.

Key features

  1. 01Register available view images
  2. 02Create reference planes at a shared scale
  3. 03Align centerlines and bounding-box centers
  4. 04Lock the front silhouette and add depth
  5. 05Validate four camera views

Use cases

  1. 01Set up model references from orthographic views
  2. 02Prevent side or back views from drifting from the front
  3. 03Document conflicts between supplied views

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/roble3/cc-blender-skill --skill orthographic-registration

After installing, type/orthographic-registrationin Claude Code to confirm it loaded.

Bundled filesscripts/register_views.py

Details

From the project README

Orthographic Registration

This skill prevents the common failure where the front view looks plausible but the side/back/top views are wrong.

Coordinate contract

  • Front view defines X/Z silhouette.
  • Side view defines Y/Z depth envelope.
  • Top view defines X/Y spread.
  • Back view defines rear silhouette/material only; it must not rewrite the front silhouette.

Workflow

  1. Run scripts/register_views.py on the available view images.
  2. Create orthographic reference planes/image empties with a single shared scale.
  3. Align centerline and bbox centers before modeling.
  4. Lock front X/Z boundary vertices.
  5. Add Y depth from side/top envelopes using modifiers/displacement or vertex groups.
  6. Validate all four cameras before export.

Failure policy

If views disagree, front brand read wins. Document the conflict in registration_report.json.

Front-plane rotation rule

In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the Y axis, not around Z. Use rotation_euler = (0, angle, 0) for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.

Sources distilled

  • Blender Image Empty/reference image controls for orthographic blueprints.
  • OpenCV homography/alignment and geometric transforms for view registration.

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