Wireframe-to-3D Conversion
Convert 2D orthographic wireframe images to parametric 3D Blender models, exported as glTF 2.0 binary (.glb).
Overview
The skill drives a four-stage pipeline:
- Analyze wireframe images locally with
scripts/wireframe_analyzer.py(OpenCV → Bezier control points in JSON). - Generate Blender Python code that recreates the contours as parametric Bezier curves.
- Execute code in Blender via
blender_python, converting curves to meshes with PBR materials. - Export with
blender_exportas optimized GLB (≤ 15 MB), validating size and topology.
The dsh agent is the orchestrator. The scripts/ directory contains the only standalone code (wireframe_analyzer.py); everything else is patterns emitted and run via blender_python.
Prerequisites — check first
Before any wireframe work, verify the environment:
Blender is reachable. Call
blender_status. Ifavailableis false, stop and report its version/error field and configured executable.Python deps for the analyzer. Run:
python3 -c "import cv2, numpy, scipy" 2>&1If it errors, run
pip install opencv-python numpy scipy Pillow(or instruct the user to).Image input. Confirm the user provided at least one PNG. Reasonable bounds: ≥ 400×400 px, black-on-white or white-on-black line art.
Decision flow
Q1: How many views?
- Single view → flat 2D extrusion only (warn the user; depth must be supplied or assumed).
- Front + side → full 3D reconstruction (silhouette × depth profile).
- Front + side + back → use back view for symmetry validation.
Q2: Detail level?
preview— RDP epsilon = 4.0, target ~1–2k tris, < 1 MB GLB.production— RDP epsilon = 2.0, target ~5–8k tris, 2–4 MB GLB. Default.high— RDP epsilon = 1.0, target ~10–20k tris, may need Decimate to stay under 15 MB.
Q3: Geometry type?
wires— frames, arms, hinges. Usebevel_depthon curves.surfaces— lenses, domes. Use lofted profiles or fill caps.hybrid— both. Default for glasses-like objects.
Q4: Real-world scale?
- If the user gave dimensions (e.g., "glasses are 140 mm wide"), use them.
- Otherwise infer from wireframe aspect ratio and assume a sensible default (140 mm width for glasses, 180 mm for helmets, etc.). Confirm with user if not obvious.
Mandatory correction loop for reference/texture-driven subjects
When user feedback says the model does not match the reference/texture, stop the normal "generate from primitives" loop and switch to reference-locked modeling:
- Count visible design parts first from the provided texture/wireframe and write the count into stdout/notes before modeling. Do not infer a radial or repeated count from symmetry; the visual design count in the source manifest is the contract.
- Use the front view as canonical. Create an image-empty/plane/reference overlay in the same front orthographic camera used for validation. Align scale, centerline, and bounding circle before adding depth.
- Trace or define 2D silhouettes in front-view X/Z first. Build mesh surfaces from those silhouettes; do not place generic ellipses and then try to texture them.
- Lock the front projection. Add depth only on the view axis after the front silhouette matches. Side/back views refine thickness and stacking but must not alter the front outline.
- Use Project-from-View-style UVs for any texture that is meant to match the front drawing. One front-facing surface should map to the corresponding texture crop 1:1.
- Render an overlay validation: reference/wireframe behind or over the model, plus a printed checklist: expected count, actual object count, face position, outer silhouette bounds, and side/back depth.
- If an iteration repeats the same error twice, consult
references/best-practices.mdand add a short durable note before another attempt.
For repeated motif subjects, create exactly the primary structural components declared by the source manifest. Name them by source-visible position or semantic role, and validate the count before export.
Stage 1 — Run the analyzer
Run the bundled analyzer once per view:
python3 /absolute/path/to/create-3d-model/references/modules/wireframe-to-3d/scripts/wireframe_analyzer.py \
/absolute/workspace/path/input.png \
/absolute/workspace/path/output.json
The script outputs JSON with this shape:
{
"metadata": {"image_size": [W, H], "num_contours": N, "parameters": {...}},
"contours": [[[x, y], ...], ...],
"bezier_curves": [[[[P0], [P1], [P2], [P3]], ...], ...]
}
Tuning RDP epsilon (only if defaults fail):
- Output has too few/jagged contours → lower epsilon to 1.0–1.5.
- Output has too many noisy points → raise epsilon to 3.0–4.0.
- Pass via
--rdp-epsilon(or edit the call in the script).
Read the JSON with Read. Do not pass huge JSON blobs to Blender — extract what you need first.
Stage 2 — Generate Blender code
Build code in small, self-contained chunks (each blender_python call gets a fresh Python namespace; only bpy.data persists between calls). Always re-import what you need.
Pattern: create a Bezier curve from control points
import bpy
# Identify by stable name; bpy.data persists between calls.
name = 'GEO-lens-right'
curve_data = bpy.data.curves.new(name=name, type='CURVE')
curve_data.dimensions = '3D'
curve_data.resolution_u = 16 # tessellation resolution
curve_data.bevel_depth = 0.001 # 1 mm wire thickness (adjust for surfaces)
curve_data.use_fill_caps = True
obj = bpy.data.objects.new(name, curve_data)
bpy.context.collection.objects.link(obj)
# Control points come from the analyzer JSON (px → mm scaling done client-side).
control_points = [(0.0, 0.0, 0.0), (0.5, 1.0, 0.0), (1.5, 1.0, 0.0), (2.0, 0.0, 0.0)]
spline = curve_data.splines.new(type='BEZIER')
spline.bezier_points.add(len(control_points) - 1)
for i, (x, y, z) in enumerate(control_points):
pt = spline.bezier_points[i]
pt.co = (x, y, z)
pt.handle_left_type = 'ALIGNED' # C¹ smooth
pt.handle_right_type = 'ALIGNED'
print(f"created:{name}") # signal back via stdout
Pixel → world conversion (do this in the code you generate, before sending to Blender):
norm_x = px_x / img_width
norm_y = 1.0 - (px_y / img_height) # flip Y; image origin is top-left
x_world = (norm_x - 0.5) * world_width_mm / 1000.0 # to metres
y_world = (norm_y - 0.5) * world_height_mm / 1000.0
Pattern: convert curves to mesh + cleanup
import bpy
name = 'GEO-lens-right'
obj = bpy.data.objects[name]
bpy.context.view_layer.objects.active = obj
bpy.ops.object.convert(target='MESH')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.shade_smooth()
mesh = obj.data
print(f"mesh:{name} verts:{len(mesh.vertices)} polys:{len(mesh.polygons)}")
Pattern: PBR material (Principled BSDF — the only shader glTF exports cleanly)
import bpy
mat = bpy.data.materials.get('MAT-frame-metal') or bpy.data.materials.new('MAT-frame-metal')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.08, 0.08, 0.10, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.25
obj = bpy.data.objects['GEO-frame']
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
print('material:assigned')
Material presets (use these unless the user specifies):
MAT-frame-metal—(0.08, 0.08, 0.10)base, metallic=1.0, roughness=0.25 (brushed steel)MAT-lens-mirror—(0.05, 0.08, 0.15)base, metallic=0.8, roughness=0.05, IOR=1.5 (mirror glass)MAT-pad-silicone—(0.65, 0.63, 0.60)base, metallic=0.0, roughness=0.7 (matte silicone)
Pattern: export to GLB
import bpy, os
filepath = '/tmp/wireframe_output.glb'
bpy.ops.export_scene.gltf(
filepath=filepath,
export_format='GLB',
export_materials='EXPORT',
export_uv=True,
export_normals=True,
export_animations=False,
export_yup=True,
)
size_mb = os.path.getsize(filepath) / (1024 * 1024)
print(f"export:{filepath} size_mb:{size_mb:.2f}")
If size_mb > 15: apply Decimate and re-export (see error recovery).
Stage 3 — Validate
After the full pipeline, validate before declaring success:
blender_scene_info— confirm expected objects exist.- For paired parts (left/right lens), compare the returned object dimensions. Tolerance: 1 mm.
- Triangle count: use the returned mesh polygon counts. If a part exceeds budget, plan Decimate.
- File size: must be ≤ 15 MB hard cap, ideally ≤ 8 MB.
Error recovery
| Symptom | Likely cause | Fix |
|---|---|---|
Python traceback from blender_python |
Bad Python in generated code | Re-emit code in smaller chunks; trace the line from the error message |
blender_status.available is false |
Blender executable unavailable | Report the executable/configuration error |
| Blender timeout | Code chunk too large or slow | Break it into smaller blender_python calls |
| Variables undefined across calls | Each call gets a fresh namespace | Re-import modules; refer to objects by bpy.data.objects['name'] |
| Analyzer outputs 0 contours | Image too low contrast | Re-run with --gaussian-kernel 7 --canny-t1 30 |
| Asymmetric lenses | Original drawing asymmetric, or contour detection inconsistent | Warn the user; do not auto-mirror unless asked |
| GLB too large | High poly count or embedded textures | Apply DECIMATE modifier with ratio 0.6–0.8; re-export |
| Mesh has holes | Curve resolution too low | Raise curve_data.resolution_u to 24 or 32; reconvert |
| Material missing in GLB | Used non-Principled-BSDF nodes | Rebuild material using only Principled BSDF |
Decimate code pattern (when GLB > 15 MB)
import bpy
obj = bpy.data.objects['GEO-frame']
bpy.context.view_layer.objects.active = obj
mod = obj.modifiers.new(name='Decimate', type='DECIMATE')
mod.ratio = 0.7
mod.use_collapse_degenerate = True
bpy.ops.object.modifier_apply(modifier=mod.name)
print(f"decimated:{obj.name} verts:{len(obj.data.vertices)}")
Output to user
When done, report:
- Output path of the GLB file
- File size in MB (vs 15 MB cap)
- Triangle count per part (vs 30 000 cap)
- Material slots assigned
- Any warnings (asymmetry, decimation applied, fallbacks used)
Example:
✓ Exported
/tmp/wireframe_output.glb(2.4 MB) Triangles: 5 200 (3 parts: GEO-frame, GEO-lens-right, GEO-lens-left) Materials: MAT-frame-metal, MAT-lens-mirror Warnings: none
When to load deeper references
The body above covers the 80% case. For the long tail, load these on demand:
references/algorithms.md— image-processing pipeline theory (Canny, RDP, least-squares Bezier fitting), 2D-to-3D reconstruction principles, ISO 128 orthographic standards. Load when the analyzer output looks wrong and you need to tune parameters.references/blender-patterns.md— exhaustive Blender Python patterns (lofting, surface revolution, custom modifier stacks). Load when the user requests non-standard geometry (curved surfaces, complex bridges, articulated parts).references/best-practices.md— performance optimization (foreach_set, batch ops, context caching), naming conventions (Blender Studio standards), modifier stack ordering. Load when builds are slow or output topology is poor.
Constraints
- Blender ≥ 4.0 (5.x preferred). The Principled BSDF node and glTF exporter are stable across these versions.
- glTF embedded only (no
.bin+ textures sidecar; no KTX2/Draco compression — Three.js needs extra loaders we haven't vendored). - PNG textures only (max 1024×1024). Prefer flat PBR colours; textures only when essential.
- No bone animations in the GLB. Idle motion is driven in JS by the consumer site.
Tip
If the user just says "convert this wireframe", default to: view_type=auto-detect, detail_level=production, geometry_type=hybrid, world_width_mm=auto. Only ask for clarification if multiple interpretations are plausible.
Scope boundary — what wireframe-to-3d does and doesn't produce
This skill produces 2D outline tracing extruded to thin curves — a flat-in-Y wireframe representation of the input drawing. It does not produce:
- Filled surfaces (e.g. lens glass between rim outlines)
- True 3D depth from a single view (output is flat in Y)
- Multi-view 3D reconstruction (front + side views combined volumetrically)
- Sub-features not in the input lines (nose pads, articulated hinges, etc.)
- Production-quality materials (placeholder only — real materials come from
blender-materials)
For a "complete rendered and textured X" (e.g. Ray-Ban Aviator from a wireframe), chain this skill with others:
| Step | Skill | What it adds |
|---|---|---|
| 1 | wireframe-to-3d |
Frame outline as 3D curves — the foundation, not the deliverable |
| 2 | blender-modeling |
Filled lens discs (UV spheres scaled to lens dimensions); temple arms (Bezier curves extending backward in Y); any 3D detail not in the wireframe |
| 3 | blender-materials |
Gold/silver metal frame; mirror lens material with Metallic=0.9, Roughness=0.04; etc. |
| 4 | blender-lighting |
subject_class='metal' for product-shot lighting |
| 5 | blender-cameras |
85-100mm focal length, shallow DoF for hero product shot |
| 6 | blender-rendering |
Cycles 256+ samples, denoise, AgX view transform |
Treat wireframe extraction as the structural first pass, not the presentation result. Validate the current task with local before/after renders: the trace should establish the outline, while the chained modeling, material, lighting, and camera passes should produce the finished asset.
The orchestrator (create-3d-model) should always plan for the chain when the user asks for a "model of X" from a wireframe.