--TASK goldfish: ## Task
Complete the following Blender task:
<task>
A single goldfish as the hero of the shot: rounded body, a big flowing tail fin,
dorsal and side fins, and an eye on each side, in an unmistakable goldfish orange.
The floor is a shape any child would name instantly. The ceiling is life: a gentle
S-curve in the body as if mid-swim, translucency toward the fin edges, a subtle
scale pattern, an… 46:49ai>I'll build a goldfish hero shot: procedurally modeled S-curved body, flowing tail, translucent fins, scale-pattern material, circular "instantly nameable" floor, and a watery teal backdrop.
46:49>>execute_blender_code({"code":"\nimport bpy, math\nfrom math import sin, pi\n\n# clean scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete()\nfor m in list(bpy.data.meshes):\n bpy.data.meshes.remove(m)\n\nL = 3.0 # body length\ndef sdx(y): # S-curve offset in X\n return 0.32*sin((y+1.5)*(2*pi/L))\n\n# ---------- BODY ----------\nbpy.ops.mesh.primitive_uv_sphere_add(segments=48, …)
46:50<<{
"status": "error",
"message": "Traceback (most recent call last):\n File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n exec(code, namespace)\n ~~~~^^^^^^^^^^^^^^^^^\n File \"<string>\", line 48, in <module>\nAttributeError: module 'bpy' has no attribute 'objects'\n"
}
47:07>>execute_blender_code({"code":"\nimport bpy, math\nfrom math import sin, pi, sqrt\n\nbpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete()\n\nL = 3.0\ndef sdx(y): return 0.32*sin((y+1.5)*(2*pi/L))\n\n# BODY\nbpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=32)\nbody = bpy.context.active_object\nbody.name = \"Goldfish\"\nbody.scale = (0.55, 1.5, 0.78)\nbpy.ops.object.transform_apply(scale=True)…)
47:08<<{
"status": "ok",
"result": {
"objects": [
"DorsalFin",
"Eye.L",
"Eye.R",
"Goldfish",
"PectoralFin.L",
"PectoralFin.R",
"TailFin"
]
}
}
47:32ai>Now materials, floor, backdrop, lights, camera.
47:32>>execute_blender_code({"code":"\nimport bpy\n\ndef newmat(name):\n m=bpy.data.materials.new(name); m.use_nodes=True\n return m, m.node_tree.nodes[\"Principled BSDF\"], m.node_tree\n\n# ---- BODY: goldfish orange with scale pattern (procedural) ----\nmb,bsdf,nt=newmat(\"GoldfishSkin\")\nout=nt.nodes[\"Material Output\"]\ntex=nt.nodes.new(\"ShaderNodeTexCoord\")\nmapping=nt.nodes.new(\"ShaderNodeMapping\"); mapping…)
47:34<<{
"status": "error",
"message": "Traceback (most recent call last):\n File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n exec(code, namespace)\n ~~~~^^^^^^^^^^^^^^^^^\n File \"<string>\", line 48, in <module>\nNameError: name 'tail' is not defined\n"
}
47:55>>execute_blender_code({"code":"\nimport bpy\ntail=bpy.data.objects[\"TailFin\"]; dorsal=bpy.data.objects[\"DorsalFin\"]\n\ndef newmat(name):\n m=bpy.data.materials.new(name); m.use_nodes=True\n return m, m.node_tree.nodes[\"Principled BSDF\"], m.node_tree\n\n# BODY skin\nmb,bsdf,nt=newmat(\"GoldfishSkin\")\ntex=nt.nodes.new(\"ShaderNodeTexCoord\")\nmapping=nt.nodes.new(\"ShaderNodeMapping\"); mapping.inputs['Scal…)
47:56<<{
"status": "ok",
"result": {
"ok": true
}
}
48:11>>execute_blender_code({"code":"\nimport bpy, math\nfrom math import radians\n# Camera: three-quarter view from front-left, slightly below eye level of fish\ncam_data=bpy.data.cameras.new(\"Cam\"); cam=bpy.data.objects.new(\"Camera\",cam_data)\nbpy.context.scene.collection.objects.link(cam)\ncam.location=(6.2,-5.5,1.4)\n# point at fish center (0,0.8,0)\nimport mathutils\ntarget=mathutils.Vector((0,0.9,0))\nd=target-math…)
48:12<<{
"status": "ok",
"result": {
"ok": true
},
"stdout": "Info: Saved as \"goldfish.blend\"\n"
}
48:19>>render_thumbnail_to_path({"output_path":"<repo>/thumb.png"})
49:13<<{
"status": "ok",
"result": {
"status": "ok",
"filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\thumb.png"
}
}
49:20>>execute_blender_code({"code":"\nimport bpy\nimg = None\n# find the just-rendered image\nfor i in reversed(bpy.data.images):\n if i.name.lower().startswith('render'): img=i; break\nprint([i.name for i in bpy.data.images])\n"})
49:21<<{
"status": "ok",
"result": {},
"stdout": "['Render Result', 'Viewer Node']\n"
}
49:29>>get_screenshot_of_area_as_image({"area_ui_type":"VIEW_3D"})
49:31<<
49:31imgimage delivered — get_screenshot_of_area_as_image
50:05>>render_viewport_to_path({"output_path":"<repo>/preview.png"})
50:57<<{
"status": "ok",
"result": {
"status": "ok",
"filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\preview.png"
}
}
51:02>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
51:02<<Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D
51:34>>execute_blender_code({"code":"\nimport bpy, os\n# open the render preview in image editor by loading it as image and setting an area? Simpler: report file\nresult={\"path\":\"<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png\"}\n"})
51:34<<{
"status": "ok",
"result": {
"path": "<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png"
}
}
51:59>>execute_blender_code({"code":"\nimport bpy\n# load preview into an image editor area for screenshot\nimg=bpy.data.images.load(\"<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png\", check_existing=True)\nfor a in bpy.context.screen.areas:\n if a.type=='VIEW_3D':\n # split to create image editor\n override={'area':a}\n bpy.ops.screen.area_split(override, direction='VERTICAL', facto…)
52:00<<{
"status": "error",
"message": "Traceback (most recent call last):\n File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n exec(code, namespace)\n ~~~~^^^^^^^^^^^^^^^^^\n File \"<string>\", line 9, in <module>\nTypeError: _bpy.ops.call() argument 3 must be str, not dict\n"
}
52:06>>execute_blender_code({"code":"\nimport bpy\nimg=bpy.data.images.load(\"<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview.png\", check_existing=True)\na=[a for a in bpy.context.screen.areas if a.type=='VIEW_3D'][0]\nbpy.ops.screen.area_split(direction='VERTICAL', factor=0.5)\nfor a2 in bpy.context.screen.areas:\n if a2.type=='VIEW_3D' and a2!=a:\n a2.type='IMAGE_EDITOR'\n a2.spaces.active.im…)
52:07<<{
"status": "ok",
"result": {
"ok": true
}
}
52:20>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
52:23<<Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D
53:03>>execute_blender_code({"code":"\nimport bpy\ninfo=[(a.type, a.as_pointer()) for a in bpy.context.screen.areas]\nfor a in bpy.context.screen.areas:\n if a.type=='VIEW_3D':\n a.type='IMAGE_EDITOR'\n try: a.spaces.active.image=bpy.data.images[\"preview.png\"] or None\n except Exception as e: print(e)\n break\nresult=[a.type for a in bpy.context.screen.areas]\n"})
53:04<<{
"status": "error",
"message": "The `result` variable must be a dict, not list. Wrap your return value: `result = {\"key\": value}`"
}
53:29>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
53:32<<
53:32imgimage delivered — get_screenshot_of_area_as_image
54:25ai>The body material washed out — the wave texture multiplied over the base color. I'll rebuild the skin: orange gradient (deep orange back → pale belly), wave only as a bump for the scale pattern, and make fins more saturated.
54:25>>execute_blender_code({"code":"\nimport bpy\nmat=bpy.data.materials[\"GoldfishSkin\"]; nt=mat.node_tree\nnt.nodes.clear()\nout=nt.nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf=nt.nodes.new(\"ShaderNodeBsdfPrincipled\")\ntex=nt.nodes.new(\"ShaderNodeTexCoord\")\n\n# color: gradient along Z (belly->back)\ngmap=nt.nodes.new(\"ShaderNodeMapping\"); gmap.inputs['Location'].default_value=(0,0,0.78)\ngmap.inputs['Scale'].defa…)
54:25<<{
"status": "ok",
"result": {
"ok": true
},
"stdout": "Info: Saved as \"goldfish.blend\"\n"
}
54:32>>render_viewport_to_path({"output_path":"<repo>/preview2.png"})
55:24<<{
"status": "ok",
"result": {
"status": "ok",
"filepath": "<home>\\AppData\\Local\\Temp\\blender_a42196\\blender_mcp\\preview2.png"
}
}
55:34>>execute_blender_code({"code":"\nimport bpy\nimg=bpy.data.images.load(\"<home>/AppData/Local/Temp/blender_a42196/blender_mcp/preview2.png\", check_existing=True)\nfor a in bpy.context.screen.areas:\n if a.type=='IMAGE_EDITOR':\n a.spaces.active.image=img\nresult={\"ok\":True}\n"})
55:35<<{
"status": "ok",
"result": {
"ok": true
}
}
55:38>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
55:38<<
55:38imgimage delivered — get_screenshot_of_area_as_image
55:57>>execute_blender_code({"code":"\nimport bpy\nimg=bpy.data.images[\"preview2.png\"]\nw,h=img.size\npx=list(img.pixels)\n# sample some pixels\nn=len(px)\nstep=w*h//10\nsamples=[(round(px[i*4],2),round(px[i*4+1],2),round(px[i*4+2],2)) for i in range(0,10)]\n# also center pixel\ncx=(h//2*w + w//2)*4\nresult={\"samples\":samples,\"center\":(round(px[cx],2),round(px[cx+1],2),round(px[cx+2],2))}\n"})
55:57<<{
"status": "ok",
"result": {
"samples": [
[
0.57,
0.64,
0.65
],
[
0.56,
0.65,
0.66
],
[
0.55,
0.64,
0.66
],
[
0.55,
0.64,
0.66
],
[
0.55,
0.64,
0.66
],
[
0.56,
0.65,
0.66
],
…
56:54>>execute_blender_code({"code":"\nimport bpy, os\nb=bpy.data.objects[\"Goldfish\"]\nresult={\"slots\":[(s.name, s.material.name if s.material else None) for s in b.material_slots],\n \"files\":{f: os.path.getsize(\"<home>/AppData/Local/Temp/blender_a42196/blender_mcp/\"+f) for f in os.listdir(\"<home>/AppData/Local/Temp/blender_a42196/blender_mcp\")}}\n"})
56:54<<{
"status": "ok",
"result": {
"slots": [
[
"GoldfishSkin.001",
"GoldfishSkin.001"
]
],
"files": {
"preview.png": 2591334,
"preview2.png": 2591334,
"thumb.png": 2591334
}
}
}
57:21--status: model_error
>