feat(K): Blender Asset Library + production exports (GLB + .blend)

- feat(migration): 045_asset_libraries — new asset_libraries table (blend_file_path, catalog JSONB)
- feat(model): AssetLibrary SQLAlchemy model in domains/materials/models.py
- feat(api): POST/GET/PATCH/DELETE /api/asset-libraries + /upload-blend + /refresh-catalog endpoints
- feat(celery): refresh_asset_library_catalog task on thumbnail_rendering queue — runs Blender headless
- feat(blender): catalog_assets.py — extracts asset-marked materials + node_groups from .blend
- feat(blender): asset_library.py — apply_asset_library_materials + apply_asset_library_node_groups helpers
- feat(blender): export_gltf.py — STEP→STL→GLB production export with optional asset library
- feat(blender): export_blend.py — STEP→STL→.blend production export with pack_all()
- feat(frontend): api/assetLibraries.ts — full CRUD API client
- feat(frontend): AssetLibraryPanel in Admin.tsx — upload, refresh, expand catalog view
- docs: Blender asset_data marking requirement learning in LEARNINGS.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-06 20:56:26 +01:00
parent 7a1329958d
commit a18d4c23ec
14 changed files with 922 additions and 10 deletions
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"""Asset library helpers for Blender render scripts.
Provides functions to link materials and node groups from a .blend asset library
into the current scene, and apply them to mesh objects.
These functions are intended to be imported by still_render.py / turntable_render.py
when a RenderTemplate has an asset library associated.
"""
from __future__ import annotations
import logging
logger = logging.getLogger(__name__)
def apply_asset_library_materials(blend_path: str, material_map: dict) -> None:
"""Link materials from an asset library .blend and apply them to mesh slots.
Args:
blend_path: Absolute path to the .blend library file.
material_map: Mapping of current slot material name -> library material name.
E.g. {"Steel--Stahl": "SCHAEFFLER_010101_Steel-Bare"}
"""
import bpy # type: ignore[import]
if not material_map:
return
target_names = set(material_map.values())
# Link materials from the library
with bpy.data.libraries.load(blend_path, link=True, assets_only=True) as (src, dst):
dst.materials = [name for name in src.materials if name in target_names]
linked = {m.name for m in dst.materials if m is not None}
logger.info("Linked %d materials from %s", len(linked), blend_path)
# Apply to all mesh object material slots
for obj in bpy.data.objects:
if obj.type != "MESH":
continue
for slot in obj.material_slots:
if slot.material is None:
continue
resolved = material_map.get(slot.material.name)
if resolved and resolved in bpy.data.materials:
slot.material = bpy.data.materials[resolved]
def apply_asset_library_node_groups(blend_path: str, modifier_map: dict) -> None:
"""Link geometry node groups from an asset library and apply as modifiers.
Args:
blend_path: Absolute path to the .blend library file.
modifier_map: Mapping of object name substring -> node group name.
E.g. {"ring": "WearPattern_GeoNodes"}
"""
import bpy # type: ignore[import]
if not modifier_map:
return
target_names = set(modifier_map.values())
with bpy.data.libraries.load(blend_path, link=True, assets_only=True) as (src, dst):
dst.node_groups = [name for name in src.node_groups if name in target_names]
for obj in bpy.data.objects:
if obj.type != "MESH":
continue
for part_substr, ng_name in modifier_map.items():
if part_substr.lower() in obj.name.lower():
ng = bpy.data.node_groups.get(ng_name)
if ng:
mod = obj.modifiers.new(name=ng_name, type="NODES")
mod.node_group = ng
logger.info("Applied node group %s to %s", ng_name, obj.name)
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"""Blender headless script: extract asset catalog from a .blend library file.
Usage:
blender --background --python catalog_assets.py -- <blend_path>
Outputs a single JSON line to stdout:
{"materials": ["Mat1", "Mat2", ...], "node_groups": ["NG1", ...]}
Only assets marked via Blender's asset system (asset_data is not None) are included.
"""
from __future__ import annotations
import json
import sys
import traceback
def main() -> None:
argv = sys.argv
if "--" not in argv:
print(json.dumps({"error": "No blend path provided after --"}))
sys.exit(1)
blend_path = argv[argv.index("--") + 1]
import bpy # type: ignore[import]
bpy.ops.wm.open_mainfile(filepath=blend_path)
materials = [m.name for m in bpy.data.materials if m.asset_data is not None]
node_groups = [ng.name for ng in bpy.data.node_groups if ng.asset_data is not None]
catalog = {"materials": materials, "node_groups": node_groups}
print(json.dumps(catalog))
try:
main()
except SystemExit:
raise
except Exception:
traceback.print_exc()
sys.exit(1)
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"""Blender headless script: export a STEP-derived scene as a production .blend.
Usage:
blender --background --python export_blend.py -- \\
--stl_path /path/to/file.stl \\
--output_path /path/to/output.blend \\
[--asset_library_blend /path/to/library.blend] \\
[--material_map '{"SrcMat": "LibMat"}']
The script:
1. Imports the STL file (with mm→m scale).
2. Optionally applies asset library materials from a .blend.
3. Packs all external data.
4. Saves a copy as the output .blend.
"""
from __future__ import annotations
import argparse
import json
import sys
import traceback
def parse_args() -> argparse.Namespace:
argv = sys.argv
if "--" not in argv:
print("No arguments after --", file=sys.stderr)
sys.exit(1)
rest = argv[argv.index("--") + 1:]
parser = argparse.ArgumentParser()
parser.add_argument("--stl_path", required=True)
parser.add_argument("--output_path", required=True)
parser.add_argument("--asset_library_blend", default=None)
parser.add_argument("--material_map", default="{}")
return parser.parse_args(rest)
def main() -> None:
args = parse_args()
material_map: dict = json.loads(args.material_map)
import bpy # type: ignore[import]
# Clean scene
bpy.ops.wm.read_factory_settings(use_empty=True)
# Import STL
bpy.ops.import_mesh.stl(filepath=args.stl_path)
# Scale mm → m
for obj in bpy.context.selected_objects:
obj.scale = (0.001, 0.001, 0.001)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.transform_apply(scale=True)
# Apply asset library materials if provided
if args.asset_library_blend and material_map:
import os
sys.path.insert(0, os.path.dirname(__file__))
from asset_library import apply_asset_library_materials
apply_asset_library_materials(args.asset_library_blend, material_map)
# Pack all external data into the .blend
bpy.ops.file.pack_all()
# Save a copy to output_path
bpy.ops.wm.save_as_mainfile(filepath=args.output_path, compress=True, copy=True)
print(f".blend exported to {args.output_path}")
try:
main()
except SystemExit:
raise
except Exception:
traceback.print_exc()
sys.exit(1)
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"""Blender headless script: export a STEP-derived scene as a production GLB.
Usage:
blender --background --python export_gltf.py -- \\
--stl_path /path/to/file.stl \\
--output_path /path/to/output.glb \\
[--asset_library_blend /path/to/library.blend] \\
[--material_map '{"SrcMat": "LibMat"}']
The script:
1. Imports the STL file (with mm→m scale).
2. Optionally applies asset library materials from a .blend.
3. Exports as GLB (Draco-compressed if available, otherwise standard).
"""
from __future__ import annotations
import argparse
import json
import sys
import traceback
def parse_args() -> argparse.Namespace:
argv = sys.argv
if "--" not in argv:
print("No arguments after --", file=sys.stderr)
sys.exit(1)
rest = argv[argv.index("--") + 1:]
parser = argparse.ArgumentParser()
parser.add_argument("--stl_path", required=True)
parser.add_argument("--output_path", required=True)
parser.add_argument("--asset_library_blend", default=None)
parser.add_argument("--material_map", default="{}")
return parser.parse_args(rest)
def main() -> None:
args = parse_args()
material_map: dict = json.loads(args.material_map)
import bpy # type: ignore[import]
# Clean scene
bpy.ops.wm.read_factory_settings(use_empty=True)
# Import STL
bpy.ops.import_mesh.stl(filepath=args.stl_path)
# Scale mm → m
for obj in bpy.context.selected_objects:
obj.scale = (0.001, 0.001, 0.001)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.transform_apply(scale=True)
# Apply asset library materials if provided
if args.asset_library_blend and material_map:
import os
sys.path.insert(0, os.path.dirname(__file__))
from asset_library import apply_asset_library_materials
apply_asset_library_materials(args.asset_library_blend, material_map)
# Export GLB
try:
bpy.ops.export_scene.gltf(
filepath=args.output_path,
export_format="GLB",
export_apply=True,
use_selection=False,
)
except Exception as exc:
print(f"GLB export failed: {exc}", file=sys.stderr)
sys.exit(1)
print(f"GLB exported to {args.output_path}")
try:
main()
except SystemExit:
raise
except Exception:
traceback.print_exc()
sys.exit(1)