[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 desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

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

[Tool]
PolyHaven 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 Poly Haven' checkbox
                            3. Restart the connection to Claude

[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]
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 complex robotic arm entirely from scratch using Blender Python. Let me plan the structure and start with the desk, base, and foundational geometry

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "use_global_filter" unrecognized

[Tool] Code executed successfully: Scene setup complete.

[Tool] Code executed successfully: Desk created.

[Assistant] Now let me build the robotic arm piece by piece. I'll start with the base mount, then create each segment with topology-optimized geometry.

[Tool] Code executed successfully: Base mount created.

[Assistant] Now let me create the major arm segments with topology-optimized shapes:

[Tool] Code executed successfully: Upper arm segment created.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'elbow_center' is not defined

[Tool] Code executed successfully: Elbow joint created.

[Tool] Code executed successfully: Forearm and wrist created.

[Assistant] Now let me create the detailed topology-optimized look with lattice cutouts and organic bone-like structures:

[Tool] Code executed successfully: Cleaned up basic segments.

[Assistant] Now I'll build the arm with proper topology-optimized geometry. Let me create each segment with organic bone-like shapes and lattice

[Tool]
Code executed successfully: Upper arm created.
Forearm created.

[Tool]
Code executed successfully: Shoulder joint created.
Elbow joint created.
Wrist joint created.

[Assistant] Now let me add the lattice cutouts for the topology-optimized look and build the rest:

[Tool]
Code executed successfully: Cutouts added to UpperArm
Cutouts added to Forearm

[Tool] Code executed successfully: Actuators created.

[Tool] Code executed successfully: Three-clawed gripper created.

[Tool] Code executed successfully: Corrugated hose created.

[Tool] Code executed successfully: Target object created.

[Assistant] Now let me create the materials — the alloy frame and woven fabric — and add more mechanical details:

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Sheen" not found'

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "SINE" not found in ('SIN', 'SAW', 'TRI')

[Tool]
Code executed successfully: Metal done.
Fabric done.
Rubber done.
Accent done.
Target done.

[Assistant] Now let me assign materials and create the fabric overlay

[Tool] Code executed successfully: Materials assigned.

[Tool] Code executed successfully: Fabric sleeves created.

[Tool] Code executed successfully: Tendons/cable runs created.

[Tool]
{
  "name": "Scene",
  "object_count": 37,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BasePlate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "BaseBody",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BaseRing1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.1
      ]
    },
    {
      "name": "BaseRing2",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.16
      ]
    },
    {
      "name": "TurretDisk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "ShoulderHousing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "UpperArm",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Forearm",
      "type": "MESH",
      "location": [
        0.35,
        0.0,
        0.55
      ]
    },
    {
      "name": "ShoulderJoint",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    }
  ],
  "materials_count": 12
}

[Assistant] Now let me add more details — routing clips for the hose, joint axis indicators, and add texture to the base

[Tool] Code executed successfully: Hose clips created.

[Tool] Code executed successfully: Wrist umbilical created.

[Tool] Code executed successfully: Axis pins created.

[Assistant] Now let me set up the camera, lighting, and final presentation

[Tool] Code executed successfully: Camera set up.

[Tool] Code executed successfully: Lighting set up.

[Tool]
{
  "name": "Scene",
  "object_count": 70,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BasePlate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "BaseBody",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BaseRing1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.1
      ]
    },
    {
      "name": "BaseRing2",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.16
      ]
    },
    {
      "name": "TurretDisk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "ShoulderHousing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "UpperArm",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Forearm",
      "type": "MESH",
      "location": [
        0.35,
        0.0,
        0.55
      ]
    },
    {
      "name": "ShoulderJoint",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    }
  ],
  "materials_count": 12
}

[Assistant] Let me check some object positions and fix any misplacements:

[Tool]
Code executed successfully: BaseBody: location=(0.0, 0.0, 0.0), dimensions=(0.1999998688697815, 0.19999992847442627, 0.30000001192092896)
ShoulderJoint: location=(0.0, 0.0, 0.0), dimensions=(0.14400000870227814, 0.10799999535083771, 0.10199999809265137)
ShoulderHousing: location=(0.0, 0.0, 0.0), dimensions=(0.18199998140335083, 0.09799998998641968, 0.12599998712539673)
Fixed BaseBody location
Fixed ShoulderJoint location
Fixed ShoulderHousing location

[Tool] Code executed successfully: Refined fabric sleeves created.

[Tool] Code executed successfully: Internal lattice structures created.

[Tool]
Code executed successfully: ShoulderJoint fixed: (0.0, 0.0, 0.3400000035762787)
BaseBody: loc=(0.0, 0.0, 0.15000000596046448), dim=(0.1999998688697815, 0.19999992847442627, 0.30000001192092896)
ShoulderJoint: loc=(0.0, 0.0, 0.3400000035762787), dim=(0.14400000870227814, 0.10799999535083771, 0.10199999809265137)
ElbowJoint: loc=(0.0, 0.0, 0.0), dim=(0.08100003004074097, 0.09900002181529999, 0.09000003337860107)
WristJoint: loc=(0.0, 0.0, 0.0), dim=(0.059999942779541016, 0.04800000041723251, 0.054000020027160645)
GripperHub: loc=(0.0, 0.0, 0.0), dim=(0.04400002956390381, 0.04400002211332321, 0.0307999849319458)
UpperArm: loc=(0.0, 0.0, 0.3400000035762787), dim=(0.39679595828056335, 0.10936649143695831, 0.2898508608341217)
Forearm: loc=(0.3499999940395355, 0.0, 0.550000011920929), dim=(0.32641616463661194, 0.07538806647062302, 0.314719021320343)
TargetRing: loc=(0.8500000238418579, 0.029999999329447746, 0.029999999329447746), dim=(0.0560000017285347, 0.0560000017285347, 0.012000000104308128)

[Tool]
Code executed successfully: ElbowJoint fixed to (0.3499999940395355, 0.0, 0.550000011920929)
WristJoint fixed to (0.6499999761581421, 0.0, 0.2800000011920929)
GripperHub fixed to (0.7400000095367432, 0.0, 0.18000000715255737)
ShoulderActuator_R fixed
ShoulderActuator_L fixed
ElbowActuator fixed
ElbowActuator2 fixed
All positions verified.

[Assistant] Let me add a world environment for better reflections and do final

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "NISHITA" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')

[Tool] Code executed successfully: World environment set up.

[Assistant] Let me now add final details - bolted connection plates, base anchor bolts, and enhance the generative design look

[Tool]
Code executed successfully: Base bolts created.
Flanges created.

[Tool] Code executed successfully: Pneumatic cylinders added.

[Tool]
Code executed successfully: Created 4534 voronoi holes in UpperArm
Created 3954 voronoi holes in Forearm
Voronoi cutouts complete.

[Assistant] That created way too many tiny holes. Let me rebuild the segments properly with controlled cutouts:

[Tool] Code executed successfully: Cleaned up ruined objects.

[Tool] Code executed successfully: Segments rebuilt.

[Assistant] Now let me add proper topology-optimized cutouts using Boolean modifiers with carefully placed elongated ellipsoid cutters

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "FAST" not found in ('FLOAT', 'EXACT', 'MANIFOLD')

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 desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

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

[Tool]
PolyHaven 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 Poly Haven' checkbox
                            3. Restart the connection to Claude

[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]
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 complex robotic arm entirely from scratch using Blender Python. Let me plan the structure and start with the desk, base, and foundational geometry

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "use_global_filter" unrecognized

[Tool] Code executed successfully: Scene setup complete.

[Tool] Code executed successfully: Desk created.

[Assistant] Now let me build the robotic arm piece by piece. I'll start with the base mount, then create each segment with topology-optimized geometry.

[Tool] Code executed successfully: Base mount created.

[Assistant] Now let me create the major arm segments with topology-optimized shapes:

[Tool] Code executed successfully: Upper arm segment created.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'elbow_center' is not defined

[Tool] Code executed successfully: Elbow joint created.

[Tool] Code executed successfully: Forearm and wrist created.

[Assistant] Now let me create the detailed topology-optimized look with lattice cutouts and organic bone-like structures:

[Tool] Code executed successfully: Cleaned up basic segments.

[Assistant] Now I'll build the arm with proper topology-optimized geometry. Let me create each segment with organic bone-like shapes and lattice

[Tool]
Code executed successfully: Upper arm created.
Forearm created.

[Tool]
Code executed successfully: Shoulder joint created.
Elbow joint created.
Wrist joint created.

[Assistant] Now let me add the lattice cutouts for the topology-optimized look and build the rest:

[Tool]
Code executed successfully: Cutouts added to UpperArm
Cutouts added to Forearm

[Tool] Code executed successfully: Actuators created.

[Tool] Code executed successfully: Three-clawed gripper created.

[Tool] Code executed successfully: Corrugated hose created.

[Tool] Code executed successfully: Target object created.

[Assistant] Now let me create the materials — the alloy frame and woven fabric — and add more mechanical details:

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Sheen" not found'

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "SINE" not found in ('SIN', 'SAW', 'TRI')

[Tool]
Code executed successfully: Metal done.
Fabric done.
Rubber done.
Accent done.
Target done.

[Assistant] Now let me assign materials and create the fabric overlay

[Tool] Code executed successfully: Materials assigned.

[Tool] Code executed successfully: Fabric sleeves created.

[Tool] Code executed successfully: Tendons/cable runs created.

[Tool]
{
  "name": "Scene",
  "object_count": 37,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BasePlate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "BaseBody",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BaseRing1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.1
      ]
    },
    {
      "name": "BaseRing2",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.16
      ]
    },
    {
      "name": "TurretDisk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "ShoulderHousing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "UpperArm",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Forearm",
      "type": "MESH",
      "location": [
        0.35,
        0.0,
        0.55
      ]
    },
    {
      "name": "ShoulderJoint",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    }
  ],
  "materials_count": 12
}

[Assistant] Now let me add more details — routing clips for the hose, joint axis indicators, and add texture to the base

[Tool] Code executed successfully: Hose clips created.

[Tool] Code executed successfully: Wrist umbilical created.

[Tool] Code executed successfully: Axis pins created.

[Assistant] Now let me set up the camera, lighting, and final presentation

[Tool] Code executed successfully: Camera set up.

[Tool] Code executed successfully: Lighting set up.

[Tool]
{
  "name": "Scene",
  "object_count": 70,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BasePlate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "BaseBody",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BaseRing1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.1
      ]
    },
    {
      "name": "BaseRing2",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.16
      ]
    },
    {
      "name": "TurretDisk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "ShoulderHousing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "UpperArm",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Forearm",
      "type": "MESH",
      "location": [
        0.35,
        0.0,
        0.55
      ]
    },
    {
      "name": "ShoulderJoint",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    }
  ],
  "materials_count": 12
}

[Assistant] Let me check some object positions and fix any misplacements:

[Tool]
Code executed successfully: BaseBody: location=(0.0, 0.0, 0.0), dimensions=(0.1999998688697815, 0.19999992847442627, 0.30000001192092896)
ShoulderJoint: location=(0.0, 0.0, 0.0), dimensions=(0.14400000870227814, 0.10799999535083771, 0.10199999809265137)
ShoulderHousing: location=(0.0, 0.0, 0.0), dimensions=(0.18199998140335083, 0.09799998998641968, 0.12599998712539673)
Fixed BaseBody location
Fixed ShoulderJoint location
Fixed ShoulderHousing location

[Tool] Code executed successfully: Refined fabric sleeves created.

[Tool] Code executed successfully: Internal lattice structures created.

[Tool]
Code executed successfully: ShoulderJoint fixed: (0.0, 0.0, 0.3400000035762787)
BaseBody: loc=(0.0, 0.0, 0.15000000596046448), dim=(0.1999998688697815, 0.19999992847442627, 0.30000001192092896)
ShoulderJoint: loc=(0.0, 0.0, 0.3400000035762787), dim=(0.14400000870227814, 0.10799999535083771, 0.10199999809265137)
ElbowJoint: loc=(0.0, 0.0, 0.0), dim=(0.08100003004074097, 0.09900002181529999, 0.09000003337860107)
WristJoint: loc=(0.0, 0.0, 0.0), dim=(0.059999942779541016, 0.04800000041723251, 0.054000020027160645)
GripperHub: loc=(0.0, 0.0, 0.0), dim=(0.04400002956390381, 0.04400002211332321, 0.0307999849319458)
UpperArm: loc=(0.0, 0.0, 0.3400000035762787), dim=(0.39679595828056335, 0.10936649143695831, 0.2898508608341217)
Forearm: loc=(0.3499999940395355, 0.0, 0.550000011920929), dim=(0.32641616463661194, 0.07538806647062302, 0.314719021320343)
TargetRing: loc=(0.8500000238418579, 0.029999999329447746, 0.029999999329447746), dim=(0.0560000017285347, 0.0560000017285347, 0.012000000104308128)

[Tool]
Code executed successfully: ElbowJoint fixed to (0.3499999940395355, 0.0, 0.550000011920929)
WristJoint fixed to (0.6499999761581421, 0.0, 0.2800000011920929)
GripperHub fixed to (0.7400000095367432, 0.0, 0.18000000715255737)
ShoulderActuator_R fixed
ShoulderActuator_L fixed
ElbowActuator fixed
ElbowActuator2 fixed
All positions verified.

[Assistant] Let me add a world environment for better reflections and do final

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "NISHITA" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')

[Tool] Code executed successfully: World environment set up.

[Assistant] Let me now add final details - bolted connection plates, base anchor bolts, and enhance the generative design look

[Tool]
Code executed successfully: Base bolts created.
Flanges created.

[Tool] Code executed successfully: Pneumatic cylinders added.

[Tool]
Code executed successfully: Created 4534 voronoi holes in UpperArm
Created 3954 voronoi holes in Forearm
Voronoi cutouts complete.

[Assistant] That created way too many tiny holes. Let me rebuild the segments properly with controlled cutouts:

[Tool] Code executed successfully: Cleaned up ruined objects.

[Tool] Code executed successfully: Segments rebuilt.

[Assistant] Now let me add proper topology-optimized cutouts using Boolean modifiers with carefully placed elongated ellipsoid cutters

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "FAST" not found in ('FLOAT', 'EXACT', 'MANIFOLD')

User Prompt

get_scene_infoArguments

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execute_blender_codeArguments

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get_polyhaven_categoriesArguments

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download_polyhaven_assetArguments

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Texture Id

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set_textureArguments

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get_sketchfab_statusArguments

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get_sketchfab_model_previewArguments

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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-1784089452-HU85zRuTMWpgBqE5SDDU","object":"chat.completion","created":1784089452,"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":null,"tool_calls":[{"type":"function","index":0,"id":"call_4a5b53b8141f42c5935cfc0b","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport math\\nfrom mathutils import Vector\\n\\ndef add_optimized_cutouts(segment_name, num_rings=4, cuts_per_ring=3):\\n    obj = bpy.data.objects.get(segment_name)\\n    if not obj:\\n        print(f\\\"Object {segment_name} not found\\\")\\n        return\\n    \\n    dims = obj.dimensions\\n    length = dims.z\\n    \\n    mat = obj.matrix_world\\n    local_z = Vector((0, 0, 1))\\n    \\n    cutters = []\\n    \\n    for ring in range(num_rings):\\n        z_frac = (ring + 0.5) / num_rings\\n        z_local = (z_frac - 0.5) * length\\n        \\n        r_surface = dims.x * 0.35 * (1 - z_frac * 0.3)\\n        \\n        for cut in range(cuts_per_ring):\\n            angle = 2 * math.pi * cut / cuts_per_ring + ring * 0.3\\n            \\n            cutter_length = r_surface * 2.5\\n            cutter_radius = r_surface * 0.25\\n            \\n            bpy.ops.mesh.primitive_cylinder_add(\\n                vertices=16,\\n                radius=cutter_radius,\\n                depth=cutter_length,\\n                location=(0, 0, 0)\\n            )\\n            cutter = bpy.context.active_object\\n            cutter.name = f\\\"Cutter_{segment_name}_{ring}_{cut}\\\"\\n            \\n            cutter_loc_local = Vector((\\n                r_surface * 0.4 * math.cos(angle),\\n                r_surface * 0.4 * math.sin(angle),\\n                z_local\\n            ))\\n            \\n            cutter.location = mat @ cutter_loc_local\\n            \\n            # Radial direction\\n            radial_dir = Vector((math.cos(angle), math.sin(angle), 0))\\n            # Convert radial direction to world space\\n            radial_world = mat.to_3x3() @ radial_dir\\n            \\n            # Align cylinder Z to radial direction\\n            track_quat = radial_world.normalized().to_track_quat('Z', 'Y')\\n            cutter.rotation_quaternion = track_quat\\n            \\n            bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n            \\n            cutters.append(cutter)\\n    \\n    for cutter in cutters:\\n        bool_mod = obj.modifiers.new(f\\\"Bool_{cutter.name}\\\", 'BOOLEAN')\\n        bool_mod.operation = 'DIFFERENCE'\\n        bool_mod.object = cutter\\n        bool_mod.solver = 'EXACT'\\n        \\n        cutter.hide_viewport = True\\n        cutter.hide_render = True\\n    \\n    print(f\\\"Added {len(cutters)} cutters to {segment_name}\\\")\\n\\nadd_optimized_cutouts(\\\"UpperArm\\\", num_rings=4, cuts_per_ring=3)\\nadd_optimized_cutouts(\\\"Forearm\\\", num_rings=3, cuts_per_ring=3)\\nprint(\\\"Cutouts added.\\\")\\n\\nfor claw_name in [\\\"Claw_0\\\", \\\"Claw_1\\\", \\\"Claw_2\\\"]:\\n    claw = bpy.data.objects.get(claw_name)\\n    if claw:\\n        add_optimized_cutouts(claw_name, num_rings=2, cuts_per_ring=2)\\nprint(\\\"Claw cutouts added.\\\")\", \"user_prompt\": \"Add boolean cutouts with correct solver\"}"}}]}}],"usage":{"prompt_tokens":37708,"completion_tokens":789,"total_tokens":38497,"cost":0.004254242,"is_byok":false,"prompt_tokens_details":{"cached_tokens":36352,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.004254242,"upstream_inference_prompt_cost":0.0031284968,"upstream_inference_completions_cost":0.0011257452},"completion_tokens_details":{"reasoning_tokens":789,"image_tokens":0,"audio_tokens":0}}}

import bpy
import math
from mathutils import Vector

def add_optimized_cutouts(segment_name, num_rings=4, cuts_per_ring=3):
    obj = bpy.data.objects.get(segment_name)
    if not obj:
        print(f"Object {segment_name} not found")
        return

    dims = obj.dimensions
    length = dims.z

    mat = obj.matrix_world
    local_z = Vector((0, 0, 1))

    cutters = []

    for ring in range(num_rings):
        z_frac = (ring + 0.5) / num_rings
        z_local = (z_frac - 0.5) * length

        r_surface = dims.x * 0.35 * (1 - z_frac * 0.3)

        for cut in range(cuts_per_ring):
            angle = 2 * math.pi * cut / cuts_per_ring + ring * 0.3

            cutter_length = r_surface * 2.5
            cutter_radius = r_surface * 0.25

            bpy.ops.mesh.primitive_cylinder_add(
                vertices=16,
                radius=cutter_radius,
                depth=cutter_length,
                location=(0, 0, 0)
            )
            cutter = bpy.context.active_object
            cutter.name = f"Cutter_{segment_name}_{ring}_{cut}"

            cutter_loc_local = Vector((
                r_surface * 0.4 * math.cos(angle),
                r_surface * 0.4 * math.sin(angle),
                z_local
            ))

            cutter.location = mat @ cutter_loc_local

            # Radial direction
            radial_dir = Vector((math.cos(angle), math.sin(angle), 0))
            # Convert radial direction to world space
            radial_world = mat.to_3x3() @ radial_dir

            # Align cylinder Z to radial direction
            track_quat = radial_world.normalized().to_track_quat('Z', 'Y')
            cutter.rotation_quaternion = track_quat

            bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)

            cutters.append(cutter)

    for cutter in cutters:
        bool_mod = obj.modifiers.new(f"Bool_{cutter.name}", 'BOOLEAN')
        bool_mod.operation = 'DIFFERENCE'
        bool_mod.object = cutter
        bool_mod.solver = 'EXACT'

        cutter.hide_viewport = True
        cutter.hide_render = True

    print(f"Added {len(cutters)} cutters to {segment_name}")

add_optimized_cutouts("UpperArm", num_rings=4, cuts_per_ring=3)
add_optimized_cutouts("Forearm", num_rings=3, cuts_per_ring=3)
print("Cutouts added.")

for claw_name in ["Claw_0", "Claw_1", "Claw_2"]:
    claw = bpy.data.objects.get(claw_name)
    if claw:
        add_optimized_cutouts(claw_name, num_rings=2, cuts_per_ring=2)
print("Claw cutouts added.")

{"code": "import bpy\nimport math\nfrom mathutils import Vector\n\ndef add_optimized_cutouts(segment_name, num_rings=4, cuts_per_ring=3):\n    obj = bpy.data.objects.get(segment_name)\n    if not obj:\n        print(f\"Object {segment_name} not found\")\n        return\n    \n    dims = obj.dimensions\n    length = dims.z\n    \n    mat = obj.matrix_world\n    local_z = Vector((0, 0, 1))\n    \n    cutters = []\n    \n    for ring in range(num_rings):\n        z_frac = (ring + 0.5) / num_rings\n        z_local = (z_frac - 0.5) * length\n        \n        r_surface = dims.x * 0.35 * (1 - z_frac * 0.3)\n        \n        for cut in range(cuts_per_ring):\n            angle = 2 * math.pi * cut / cuts_per_ring + ring * 0.3\n            \n            cutter_length = r_surface * 2.5\n            cutter_radius = r_surface * 0.25\n            \n            bpy.ops.mesh.primitive_cylinder_add(\n                vertices=16,\n                radius=cutter_radius,\n                depth=cutter_length,\n                location=(0, 0, 0)\n            )\n            cutter = bpy.context.active_object\n            cutter.name = f\"Cutter_{segment_name}_{ring}_{cut}\"\n            \n            cutter_loc_local = Vector((\n                r_surface * 0.4 * math.cos(angle),\n                r_surface * 0.4 * math.sin(angle),\n                z_local\n            ))\n            \n            cutter.location = mat @ cutter_loc_local\n            \n            # Radial direction\n            radial_dir = Vector((math.cos(angle), math.sin(angle), 0))\n            # Convert radial direction to world space\n            radial_world = mat.to_3x3() @ radial_dir\n            \n            # Align cylinder Z to radial direction\n            track_quat = radial_world.normalized().to_track_quat('Z', 'Y')\n            cutter.rotation_quaternion = track_quat\n            \n            bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n            \n            cutters.append(cutter)\n    \n    for cutter in cutters:\n        bool_mod = obj.modifiers.new(f\"Bool_{cutter.name}\", 'BOOLEAN')\n        bool_mod.operation = 'DIFFERENCE'\n        bool_mod.object = cutter\n        bool_mod.solver = 'EXACT'\n        \n        cutter.hide_viewport = True\n        cutter.hide_render = True\n    \n    print(f\"Added {len(cutters)} cutters to {segment_name}\")\n\nadd_optimized_cutouts(\"UpperArm\", num_rings=4, cuts_per_ring=3)\nadd_optimized_cutouts(\"Forearm\", num_rings=3, cuts_per_ring=3)\nprint(\"Cutouts added.\")\n\nfor claw_name in [\"Claw_0\", \"Claw_1\", \"Claw_2\"]:\n    claw = bpy.data.objects.get(claw_name)\n    if claw:\n        add_optimized_cutouts(claw_name, num_rings=2, cuts_per_ring=2)\nprint(\"Claw cutouts added.\")", "user_prompt": "Add boolean cutouts with correct solver"}


import bpy
import math
from mathutils import Vector

def add_optimized_cutouts(segment_name, num_rings=4, cuts_per_ring=3):
    obj = bpy.data.objects.get(segment_name)
    if not obj:
        print(f"Object {segment_name} not found")
        return

    dims = obj.dimensions
    length = dims.z

    mat = obj.matrix_world
    local_z = Vector((0, 0, 1))

    cutters = []

    for ring in range(num_rings):
        z_frac = (ring + 0.5) / num_rings
        z_local = (z_frac - 0.5) * length

        r_surface = dims.x * 0.35 * (1 - z_frac * 0.3)

        for cut in range(cuts_per_ring):
            angle = 2 * math.pi * cut / cuts_per_ring + ring * 0.3

            cutter_length = r_surface * 2.5
            cutter_radius = r_surface * 0.25

            bpy.ops.mesh.primitive_cylinder_add(
                vertices=16,
                radius=cutter_radius,
                depth=cutter_length,
                location=(0, 0, 0)
            )
            cutter = bpy.context.active_object
            cutter.name = f"Cutter_{segment_name}_{ring}_{cut}"

            cutter_loc_local = Vector((
                r_surface * 0.4 * math.cos(angle),
                r_surface * 0.4 * math.sin(angle),
                z_local
            ))

            cutter.location = mat @ cutter_loc_local

            # Radial direction
            radial_dir = Vector((math.cos(angle), math.sin(angle), 0))
            # Convert radial direction to world space
            radial_world = mat.to_3x3() @ radial_dir

            # Align cylinder Z to radial direction
            track_quat = radial_world.normalized().to_track_quat('Z', 'Y')
            cutter.rotation_quaternion = track_quat

            bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)

            cutters.append(cutter)

    for cutter in cutters:
        bool_mod = obj.modifiers.new(f"Bool_{cutter.name}", 'BOOLEAN')
        bool_mod.operation = 'DIFFERENCE'
        bool_mod.object = cutter
        bool_mod.solver = 'EXACT'

        cutter.hide_viewport = True
        cutter.hide_render = True

    print(f"Added {len(cutters)} cutters to {segment_name}")

add_optimized_cutouts("UpperArm", num_rings=4, cuts_per_ring=3)
add_optimized_cutouts("Forearm", num_rings=3, cuts_per_ring=3)
print("Cutouts added.")

for claw_name in ["Claw_0", "Claw_1", "Claw_2"]:
    claw = bpy.data.objects.get(claw_name)
    if claw:
        add_optimized_cutouts(claw_name, num_rings=2, cuts_per_ring=2)
print("Claw cutouts added.")


Code executed successfully: Added 12 cutters to UpperArm
Added 9 cutters to Forearm
Cutouts added.
Added 4 cutters to Claw_0
Added 4 cutters to Claw_1
Added 4 cutters to Claw_2
Claw cutouts added.