[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

{"id":"gen-1784087276-wh8QXIdNqNExxlKLYbyo","object":"chat.completion","created":1784087276,"model":"deepseek/deepseek-v4-pro","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"Let me take a more structured approach - building the Corgi with precise anatomical shapes","refusal":null,"reasoning":"This is going to be a massive undertaking. Creating a detailed Corgi from scratch with primitive shapes in Blender is incredibly complex. Let me think about the most efficient approach.\n\nThe key requirements are:\n1. Corgi anatomy: long low body, short legs, big triangular ears, fox-like muzzle, fluffy coat with markings\n2. Mid-pounce pose: forepaws on beach ball, hind legs pushing off sand\n3. Beach ball with deformation\n4. Sand ground with paw prints\n5. Lighting, camera, composition\n\nLet me build the corgi using sculpted metaballs or by creating mesh pieces and joining them. Actually, the best approach for a convincing corgi in Blender without external assets would be to:\n\n1. Create the body from a stretched sphere/cylinder\n2. Add head from a sphere, shaped to be fox-like\n3. Add ears as cones\n4. Add legs as cylinders (comically short)\n5. Add tail\n6. Use proportional editing and sculpting to get the right shapes\n7. Use particle hair for fur\n\nLet me do this more carefully. I'll build the corgi with precise mesh modeling.\n\nActually, let me think about the pose first. The corgi is mid-pounce:\n- Forepaws on top of the beach ball (ball at around x=1.2, z=0.3)\n- Hind legs pushing off sand (back at x=-0.5 to -0.8)\n- Body angled forward, spine curved\n- Head forward, ears back, tongue out\n- The ball is squashed where paws hit it\n\nLet me build this systematically.","tool_calls":[{"type":"function","index":0,"id":"call_dddf7c584d0f4c99bf3e7f73","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport math\\nfrom mathutils import Vector, Euler\\n\\n# Remove previous body\\nfor obj in bpy.data.objects:\\n    if obj.name.startswith(\\\"Corgi\\\") or obj.name == \\\"SandGround\\\":\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# --- SAND GROUND ---\\nbpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))\\nsand = bpy.context.active_object\\nsand.name = \\\"SandGround\\\"\\nbpy.ops.object.modifier_add(type='SUBSURF')\\nsand.modifiers['Subdivision'].levels = 1\\nsand.modifiers['Subdivision'].render_levels = 2\\n\\n# --- CORGI CONSTRUCTION ---\\n\\n# We'll build the corgi at origin, then pose it later\\n# The beach ball will be at (1.5, 0, 0.35) - forepaws on top\\n# Corgi body center at roughly (0.2, 0, 0.4)\\n\\n# Create collection for corgi\\ncorgi_col = bpy.data.collections.new(\\\"Corgi\\\")\\nbpy.context.scene.collection.children.link(corgi_col)\\n\\n# --- BODY / TORSO ---\\n# Long, low body - use a stretched sphere, then shape it\\nbpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=24, radius=0.35, location=(0, 0, 0.42))\\nbody = bpy.context.active_object\\nbody.name = \\\"CorgiBody\\\"\\nbody.scale = (1.3, 0.8, 0.65)  # long, narrow, low\\ncorgi_col.objects.link(body)\\nbpy.context.scene.collection.objects.unlink(body)\\n\\n# Add subsurf\\nbpy.ops.object.modifier_add(type='SUBSURF')\\nbody.modifiers['Subdivision'].levels = 2\\nbody.modifiers['Subdivision'].render_levels = 3\\n\\nprint(\\\"Body base created\\\")\", \"user_prompt\": \"Recreate sand and start corgi body\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"This is going to be a massive undertaking. Creating a detailed Corgi from scratch with primitive shapes in Blender is incredibly complex. Let me think about the most efficient approach.\n\nThe key requirements are:\n1. Corgi anatomy: long low body, short legs, big triangular ears, fox-like muzzle, fluffy coat with markings\n2. Mid-pounce pose: forepaws on beach ball, hind legs pushing off sand\n3. Beach ball with deformation\n4. Sand ground with paw prints\n5. Lighting, camera, composition\n\nLet me build the corgi using sculpted metaballs or by creating mesh pieces and joining them. Actually, the best approach for a convincing corgi in Blender without external assets would be to:\n\n1. Create the body from a stretched sphere/cylinder\n2. Add head from a sphere, shaped to be fox-like\n3. Add ears as cones\n4. Add legs as cylinders (comically short)\n5. Add tail\n6. Use proportional editing and sculpting to get the right shapes\n7. Use particle hair for fur\n\nLet me do this more carefully. I'll build the corgi with precise mesh modeling.\n\nActually, let me think about the pose first. The corgi is mid-pounce:\n- Forepaws on top of the beach ball (ball at around x=1.2, z=0.3)\n- Hind legs pushing off sand (back at x=-0.5 to -0.8)\n- Body angled forward, spine curved\n- Head forward, ears back, tongue out\n- The ball is squashed where paws hit it\n\nLet me build this systematically.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":7511,"completion_tokens":872,"total_tokens":8383,"cost":0.0019150034,"is_byok":false,"prompt_tokens_details":{"cached_tokens":7168,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0019150034,"upstream_inference_prompt_cost":0.0006708338,"upstream_inference_completions_cost":0.0012441696},"completion_tokens_details":{"reasoning_tokens":339,"image_tokens":0,"audio_tokens":0}}}

Let me take a more structured approach - building the Corgi with precise anatomical shapes

import bpy
import math
from mathutils import Vector, Euler

# Remove previous body
for obj in bpy.data.objects:
    if obj.name.startswith("Corgi") or obj.name == "SandGround":
        bpy.data.objects.remove(obj, do_unlink=True)

# --- SAND GROUND ---
bpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))
sand = bpy.context.active_object
sand.name = "SandGround"
bpy.ops.object.modifier_add(type='SUBSURF')
sand.modifiers['Subdivision'].levels = 1
sand.modifiers['Subdivision'].render_levels = 2

# --- CORGI CONSTRUCTION ---

# We'll build the corgi at origin, then pose it later
# The beach ball will be at (1.5, 0, 0.35) - forepaws on top
# Corgi body center at roughly (0.2, 0, 0.4)

# Create collection for corgi
corgi_col = bpy.data.collections.new("Corgi")
bpy.context.scene.collection.children.link(corgi_col)

# --- BODY / TORSO ---
# Long, low body - use a stretched sphere, then shape it
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=24, radius=0.35, location=(0, 0, 0.42))
body = bpy.context.active_object
body.name = "CorgiBody"
body.scale = (1.3, 0.8, 0.65)  # long, narrow, low
corgi_col.objects.link(body)
bpy.context.scene.collection.objects.unlink(body)

# Add subsurf
bpy.ops.object.modifier_add(type='SUBSURF')
body.modifiers['Subdivision'].levels = 2
body.modifiers['Subdivision'].render_levels = 3

print("Body base created")

{"code": "import bpy\nimport math\nfrom mathutils import Vector, Euler\n\n# Remove previous body\nfor obj in bpy.data.objects:\n    if obj.name.startswith(\"Corgi\") or obj.name == \"SandGround\":\n        bpy.data.objects.remove(obj, do_unlink=True)\n\n# --- SAND GROUND ---\nbpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))\nsand = bpy.context.active_object\nsand.name = \"SandGround\"\nbpy.ops.object.modifier_add(type='SUBSURF')\nsand.modifiers['Subdivision'].levels = 1\nsand.modifiers['Subdivision'].render_levels = 2\n\n# --- CORGI CONSTRUCTION ---\n\n# We'll build the corgi at origin, then pose it later\n# The beach ball will be at (1.5, 0, 0.35) - forepaws on top\n# Corgi body center at roughly (0.2, 0, 0.4)\n\n# Create collection for corgi\ncorgi_col = bpy.data.collections.new(\"Corgi\")\nbpy.context.scene.collection.children.link(corgi_col)\n\n# --- BODY / TORSO ---\n# Long, low body - use a stretched sphere, then shape it\nbpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=24, radius=0.35, location=(0, 0, 0.42))\nbody = bpy.context.active_object\nbody.name = \"CorgiBody\"\nbody.scale = (1.3, 0.8, 0.65)  # long, narrow, low\ncorgi_col.objects.link(body)\nbpy.context.scene.collection.objects.unlink(body)\n\n# Add subsurf\nbpy.ops.object.modifier_add(type='SUBSURF')\nbody.modifiers['Subdivision'].levels = 2\nbody.modifiers['Subdivision'].render_levels = 3\n\nprint(\"Body base created\")", "user_prompt": "Recreate sand and start corgi body"}


Let me take a more structured approach - building the Corgi with precise anatomical shapes

import bpy
import math
from mathutils import Vector, Euler

# Remove previous body
for obj in bpy.data.objects:
    if obj.name.startswith("Corgi") or obj.name == "SandGround":
        bpy.data.objects.remove(obj, do_unlink=True)

# --- SAND GROUND ---
bpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))
sand = bpy.context.active_object
sand.name = "SandGround"
bpy.ops.object.modifier_add(type='SUBSURF')
sand.modifiers['Subdivision'].levels = 1
sand.modifiers['Subdivision'].render_levels = 2

# --- CORGI CONSTRUCTION ---

# We'll build the corgi at origin, then pose it later
# The beach ball will be at (1.5, 0, 0.35) - forepaws on top
# Corgi body center at roughly (0.2, 0, 0.4)

# Create collection for corgi
corgi_col = bpy.data.collections.new("Corgi")
bpy.context.scene.collection.children.link(corgi_col)

# --- BODY / TORSO ---
# Long, low body - use a stretched sphere, then shape it
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=24, radius=0.35, location=(0, 0, 0.42))
body = bpy.context.active_object
body.name = "CorgiBody"
body.scale = (1.3, 0.8, 0.65)  # long, narrow, low
corgi_col.objects.link(body)
bpy.context.scene.collection.objects.unlink(body)

# Add subsurf
bpy.ops.object.modifier_add(type='SUBSURF')
body.modifiers['Subdivision'].levels = 2
body.modifiers['Subdivision'].render_levels = 3

print("Body base created")


Error executing code: Communication error with Blender: Code execution error: Error: Object 'CorgiBody' not in collection 'Scene Collection'


[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

[Assistant] Let me take a more structured approach - building the Corgi with precise anatomical shapes

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Object 'CorgiBody' not in collection 'Scene Collection'

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

[Assistant] Let me take a more structured approach - building the Corgi with precise anatomical shapes

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Object 'CorgiBody' not in collection 'Scene Collection'

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

{"id":"gen-1784087296-2P6IW8IwJF0pmbiu4XqJ","object":"chat.completion","created":1784087296,"model":"deepseek/deepseek-v4-pro","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":null,"refusal":null,"reasoning":"The error is from unlinking the object from the scene collection before linking it to corgi_col. Let me fix the order - first link to corgi_col, then unlink from scene. Actually the simpler approach is to just move the object to the corgi collection.\n\nLet me simplify and just build everything step by step.","tool_calls":[{"type":"function","index":0,"id":"call_43b8da89a5ad4994812333bc","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport math\\nfrom mathutils import Vector, Euler\\n\\n# Remove existing objects\\nfor obj in list(bpy.data.objects):\\n    bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Create sand ground\\nbpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))\\nsand = bpy.context.active_object\\nsand.name = \\\"SandGround\\\"\\nbpy.ops.object.modifier_add(type='SUBSURF')\\nsand.modifiers['Subdivision'].levels = 1\\nsand.modifiers['Subdivision'].render_levels = 2\\n\\n# Create collection for corgi\\ncorgi_col = bpy.data.collections.new(\\\"Corgi\\\")\\nbpy.context.scene.collection.children.link(corgi_col)\\n\\nprint(\\\"Setup complete\\\")\", \"user_prompt\": \"Setup scene\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"The error is from unlinking the object from the scene collection before linking it to corgi_col. Let me fix the order - first link to corgi_col, then unlink from scene. Actually the simpler approach is to just move the object to the corgi collection.\n\nLet me simplify and just build everything step by step.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":8085,"completion_tokens":304,"total_tokens":8389,"cost":0.0013466614,"is_byok":false,"prompt_tokens_details":{"cached_tokens":7424,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0013466614,"upstream_inference_prompt_cost":0.0009129142,"upstream_inference_completions_cost":0.0004337472},"completion_tokens_details":{"reasoning_tokens":66,"image_tokens":0,"audio_tokens":0}}}

import bpy
import math
from mathutils import Vector, Euler

# Remove existing objects
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)

# Create sand ground
bpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))
sand = bpy.context.active_object
sand.name = "SandGround"
bpy.ops.object.modifier_add(type='SUBSURF')
sand.modifiers['Subdivision'].levels = 1
sand.modifiers['Subdivision'].render_levels = 2

# Create collection for corgi
corgi_col = bpy.data.collections.new("Corgi")
bpy.context.scene.collection.children.link(corgi_col)

print("Setup complete")

{"code": "import bpy\nimport math\nfrom mathutils import Vector, Euler\n\n# Remove existing objects\nfor obj in list(bpy.data.objects):\n    bpy.data.objects.remove(obj, do_unlink=True)\n\n# Create sand ground\nbpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))\nsand = bpy.context.active_object\nsand.name = \"SandGround\"\nbpy.ops.object.modifier_add(type='SUBSURF')\nsand.modifiers['Subdivision'].levels = 1\nsand.modifiers['Subdivision'].render_levels = 2\n\n# Create collection for corgi\ncorgi_col = bpy.data.collections.new(\"Corgi\")\nbpy.context.scene.collection.children.link(corgi_col)\n\nprint(\"Setup complete\")", "user_prompt": "Setup scene"}


import bpy
import math
from mathutils import Vector, Euler

# Remove existing objects
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)

# Create sand ground
bpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, -0.03))
sand = bpy.context.active_object
sand.name = "SandGround"
bpy.ops.object.modifier_add(type='SUBSURF')
sand.modifiers['Subdivision'].levels = 1
sand.modifiers['Subdivision'].render_levels = 2

# Create collection for corgi
corgi_col = bpy.data.collections.new("Corgi")
bpy.context.scene.collection.children.link(corgi_col)

print("Setup complete")


Code executed successfully: Setup complete


[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

[Assistant] Let me take a more structured approach - building the Corgi with precise anatomical shapes

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Object 'CorgiBody' not in collection 'Scene Collection'

[Tool] Code executed successfully: Setup complete

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

[Assistant] Let me take a more structured approach - building the Corgi with precise anatomical shapes

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Object 'CorgiBody' not in collection 'Scene Collection'

[Tool] Code executed successfully: Setup complete

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

{"id":"gen-1784087306-sw8q56gzCn8AHtEAJnNM","object":"chat.completion","created":1784087306,"model":"deepseek/deepseek-v4-pro","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"Now let me build the Corgi piece by piece. I'll create all parts in the correct pose position","refusal":null,"reasoning":"Let me build the corgi piece by piece. I'll create all the parts (body, head, legs, ears, tail, etc.) and then pose everything. Let me be very careful with the object hierarchy and collection management.\n\nThe key anatomical features of a Pembroke Welsh Corgi:\n- Long, low body (about 2x as long as tall)\n- Very short legs (comically short)\n- Large, upright triangular ears\n- Fox-like muzzle\n- Fluffy coat with white-and-tan markings\n- Big round hindquarters\n- No tail (Pembroke = tailless, or very short)\n\nLet me plan:\n- Body: elongated ellipsoid\n- Head: wedge shape with fox-like muzzle\n- Ears: large triangles\n- Legs: short cylinders with paw shapes\n- Hindquarters: larger rounded volume\n\nLet's build this systematically. I'll use skin modifier or sculpting approach. Let me use a more sculptural approach with metaballs or just carefully placed and shaped primitives that I then join and sculpt.\n\nActually, for the best result, I should:\n1. Create individual mesh parts (body, head, legs, ears, tail region)\n2. Join them into one mesh\n3. Use sculpting or the skin modifier approach\n\nLet me go with a careful multi-mesh approach. For the body, I'll use a sphere scaled into an elongated shape. For the head, another sphere shaped into a wedge. Legs are cylinders. Ears are custom mesh shapes.\n\nLet me think about proportions. If the body is about 1.3m long (scaled), 0.5m wide, 0.4m tall at the shoulder, and the corgi stands about 0.35m at the shoulder on those short legs...\n\nWait, let me think in Blender units. A real corgi is about 30cm tall at shoulder, 60-80cm long. Let me scale things reasonably - the body about 1.2 units long, legs about 0.15 long, etc.\n\nActually let me think about the pose first:\n- Forepaws planted ON TOP of the beach ball\n- Hind legs pushing off the sand\n- Ears back from momentum\n- Tongue out\n- Body curved with effort\n\nThe beach ball should be about 0.7-0.8 units in diameter (a big beach ball). If the corgi's forepaws are on top of it, that puts them at maybe (0.8, 0, 0.7). The hind legs would be on the ground, pushing off.\n\nSo the corgi body slopes upward from back to front, with the back end near the ground and front end elevated.\n\nLet me build the corgi in a neutral pose first, then pose the parts. Better yet, build it in the posed position directly.\n\nLet me think about positioning:\n- Beach ball center: (1.0, 0, 0.4) for a 0.7m diameter ball\n- Corgi body: sloped from back (0.3, 0, 0.3) to front (1.2, 0, 0.65)\n- Hind paws on ground at roughly (-0.3, ±0.15, 0.0)\n- Forepaws on ball at roughly (0.8, ±0.12, 0.75)\n\nLet me start building.","tool_calls":[{"type":"function","index":0,"id":"call_f7aa376744dd4be38b31320c","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport bmesh\\nimport math\\nfrom mathutils import Vector, Euler\\n\\ncorgi_col = bpy.data.collections.get(\\\"Corgi\\\")\\n\\n# --- CORGI BODY ---\\n# Long low body, sloped upward toward front\\nbpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, radius=0.35, location=(0.55, 0, 0.45))\\nbody = bpy.context.active_object\\nbody.name = \\\"CorgiBody\\\"\\nbody.scale = (1.5, 0.75, 0.55)\\n\\n# Move to corgi collection\\nfor col in body.users_collection:\\n    col.objects.unlink(body)\\ncorgi_col.objects.link(body)\\n\\n# Subsurf\\nbpy.ops.object.modifier_add(type='SUBSURF')\\nbody.modifiers['Subdivision'].levels = 2\\nbody.modifiers['Subdivision'].render_levels = 3\\n\\n# Tilt body - front higher\\nbody.rotation_euler = Euler((math.radians(-12), 0, 0), 'XYZ')\\n\\nprint(f\\\"Body created at {body.location}\\\")\", \"user_prompt\": \"Create corgi body\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me build the corgi piece by piece. I'll create all the parts (body, head, legs, ears, tail, etc.) and then pose everything. Let me be very careful with the object hierarchy and collection management.\n\nThe key anatomical features of a Pembroke Welsh Corgi:\n- Long, low body (about 2x as long as tall)\n- Very short legs (comically short)\n- Large, upright triangular ears\n- Fox-like muzzle\n- Fluffy coat with white-and-tan markings\n- Big round hindquarters\n- No tail (Pembroke = tailless, or very short)\n\nLet me plan:\n- Body: elongated ellipsoid\n- Head: wedge shape with fox-like muzzle\n- Ears: large triangles\n- Legs: short cylinders with paw shapes\n- Hindquarters: larger rounded volume\n\nLet's build this systematically. I'll use skin modifier or sculpting approach. Let me use a more sculptural approach with metaballs or just carefully placed and shaped primitives that I then join and sculpt.\n\nActually, for the best result, I should:\n1. Create individual mesh parts (body, head, legs, ears, tail region)\n2. Join them into one mesh\n3. Use sculpting or the skin modifier approach\n\nLet me go with a careful multi-mesh approach. For the body, I'll use a sphere scaled into an elongated shape. For the head, another sphere shaped into a wedge. Legs are cylinders. Ears are custom mesh shapes.\n\nLet me think about proportions. If the body is about 1.3m long (scaled), 0.5m wide, 0.4m tall at the shoulder, and the corgi stands about 0.35m at the shoulder on those short legs...\n\nWait, let me think in Blender units. A real corgi is about 30cm tall at shoulder, 60-80cm long. Let me scale things reasonably - the body about 1.2 units long, legs about 0.15 long, etc.\n\nActually let me think about the pose first:\n- Forepaws planted ON TOP of the beach ball\n- Hind legs pushing off the sand\n- Ears back from momentum\n- Tongue out\n- Body curved with effort\n\nThe beach ball should be about 0.7-0.8 units in diameter (a big beach ball). If the corgi's forepaws are on top of it, that puts them at maybe (0.8, 0, 0.7). The hind legs would be on the ground, pushing off.\n\nSo the corgi body slopes upward from back to front, with the back end near the ground and front end elevated.\n\nLet me build the corgi in a neutral pose first, then pose the parts. Better yet, build it in the posed position directly.\n\nLet me think about positioning:\n- Beach ball center: (1.0, 0, 0.4) for a 0.7m diameter ball\n- Corgi body: sloped from back (0.3, 0, 0.3) to front (1.2, 0, 0.65)\n- Hind paws on ground at roughly (-0.3, ±0.15, 0.0)\n- Forepaws on ball at roughly (0.8, ±0.12, 0.75)\n\nLet me start building.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":8341,"completion_tokens":1058,"total_tokens":9399,"cost":0.0022702766,"is_byok":false,"prompt_tokens_details":{"cached_tokens":7936,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0022702766,"upstream_inference_prompt_cost":0.0007607222,"upstream_inference_completions_cost":0.0015095544},"completion_tokens_details":{"reasoning_tokens":715,"image_tokens":0,"audio_tokens":0}}}

Now let me build the Corgi piece by piece. I'll create all parts in the correct pose position

import bpy
import bmesh
import math
from mathutils import Vector, Euler

corgi_col = bpy.data.collections.get("Corgi")

# --- CORGI BODY ---
# Long low body, sloped upward toward front
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, radius=0.35, location=(0.55, 0, 0.45))
body = bpy.context.active_object
body.name = "CorgiBody"
body.scale = (1.5, 0.75, 0.55)

# Move to corgi collection
for col in body.users_collection:
    col.objects.unlink(body)
corgi_col.objects.link(body)

# Subsurf
bpy.ops.object.modifier_add(type='SUBSURF')
body.modifiers['Subdivision'].levels = 2
body.modifiers['Subdivision'].render_levels = 3

# Tilt body - front higher
body.rotation_euler = Euler((math.radians(-12), 0, 0), 'XYZ')

print(f"Body created at {body.location}")

{"code": "import bpy\nimport bmesh\nimport math\nfrom mathutils import Vector, Euler\n\ncorgi_col = bpy.data.collections.get(\"Corgi\")\n\n# --- CORGI BODY ---\n# Long low body, sloped upward toward front\nbpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, radius=0.35, location=(0.55, 0, 0.45))\nbody = bpy.context.active_object\nbody.name = \"CorgiBody\"\nbody.scale = (1.5, 0.75, 0.55)\n\n# Move to corgi collection\nfor col in body.users_collection:\n    col.objects.unlink(body)\ncorgi_col.objects.link(body)\n\n# Subsurf\nbpy.ops.object.modifier_add(type='SUBSURF')\nbody.modifiers['Subdivision'].levels = 2\nbody.modifiers['Subdivision'].render_levels = 3\n\n# Tilt body - front higher\nbody.rotation_euler = Euler((math.radians(-12), 0, 0), 'XYZ')\n\nprint(f\"Body created at {body.location}\")", "user_prompt": "Create corgi body"}


Now let me build the Corgi piece by piece. I'll create all parts in the correct pose position

import bpy
import bmesh
import math
from mathutils import Vector, Euler

corgi_col = bpy.data.collections.get("Corgi")

# --- CORGI BODY ---
# Long low body, sloped upward toward front
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, radius=0.35, location=(0.55, 0, 0.45))
body = bpy.context.active_object
body.name = "CorgiBody"
body.scale = (1.5, 0.75, 0.55)

# Move to corgi collection
for col in body.users_collection:
    col.objects.unlink(body)
corgi_col.objects.link(body)

# Subsurf
bpy.ops.object.modifier_add(type='SUBSURF')
body.modifiers['Subdivision'].levels = 2
body.modifiers['Subdivision'].render_levels = 3

# Tilt body - front higher
body.rotation_euler = Euler((math.radians(-12), 0, 0), 'XYZ')

print(f"Body created at {body.location}")


Code executed successfully: Body created at <Vector (0.5500, 0.0000, 0.4500)>