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import_generated_asset

Import 3D assets generated by Hyper3D Rodin into Blender scenes using task UUIDs or request IDs for AI-assisted modeling workflows.

Instructions

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.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
task_uuidNo
request_idNo

Implementation Reference

  • MCP tool handler and registration for 'import_generated_asset'. Connects to Blender via get_blender_connection() and forwards the import command with the provided name and either task_uuid or request_id.
    @mcp.tool() def import_generated_asset( ctx: Context, name: str, task_uuid: str=None, request_id: str=None, ): """ 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. """ try: blender = get_blender_connection() kwargs = { "name": name } if task_uuid: kwargs["task_uuid"] = task_uuid elif request_id: kwargs["request_id"] = request_id result = blender.send_command("import_generated_asset", kwargs) return result except Exception as e: logger.error(f"Error generating Hyper3D task: {str(e)}") return f"Error generating Hyper3D task: {str(e)}"
  • Documentation in the asset_creation_strategy prompt referencing the usage of import_generated_asset tool.
    - Use import_generated_asset() to import the generated GLB model the asset 4. After importing the asset, ALWAYS check the world_bounding_box of the imported mesh, and adjust the mesh's location and size

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