README.md documents installation, the Sanity Check, Rename and Shot Viewer tools, the config overrides and troubleshooting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Melvile Tools
Blender add-on for the Melvile pipeline (Walking The Dog). It brings together:
- Sanity Check: checks a file against the production specs and fixes what can be fixed.
- Rename: batch renames objects and materials to the naming convention, with consistent numbering.
- Shot Viewer: a window to review, switch, create and delete the shots of a sequence, with quick access to the character and prop rigs.
- Get Oid: asks Libreflow for the id of the open file.
Most values the tools rely on (prefixes, shot naming, frame rate…) live in config.py and can be overridden per studio without touching the code. See Configuration.
Contents
- Installation
- Where to find the tools
- Sanity Check
- Tools panel
- Rename
- Shot Viewer
- Configuration
- Troubleshooting
- For developers
Installation
Tested on Blender 5.2. The Shot Viewer relies on sequencer features added in Blender 5.
As an extension (artists): build the package, then in Blender go to Edit > Preferences > Get Extensions > Install from Disk… and pick the .zip.
blender --command extension build --source-dir path/to/wtd-libreflow-addon
From source (development): put the wtd-libreflow-addon folder in the addons folder of your Blender scripts directory, then enable Melvile Tools in Edit > Preferences > Add-ons. Reload Scripts (F3) picks up code changes in every file.
Preferences
Edit > Preferences > Add-ons > Melvile Tools:
| Setting | Use |
|---|---|
| Character Reference | JSON file exported from the master character, used by the character checks (see Character reference). Falls back to the WTD_CHAR_REFERENCE environment variable. |
| Config Override | JSON file overriding values of config.py (see Configuration). Falls back to the WTD_SANITY_CONFIG environment variable. |
Where to find the tools
Open the sidebar of the 3D Viewport (N) and click the WTD tab.
| Panel | Editors |
|---|---|
| Sanity Check | 3D Viewport, Video Sequencer |
| Tools (Get Oid, Shot Viewer button) | 3D Viewport |
| Rename | 3D Viewport, Shader Editor |
| Shot Viewer | Only in the Shot Viewer window |
Sanity Check
Checks the open file against the specs of a production context (the kind of file it is), reports the problems and fixes the ones that can be fixed automatically.
Quick start
- Pick the context at the top of the panel (for example Asset: General or Shot: Layout).
- For asset contexts, the Asset name is read from the file name. Type it in if the file is not named yet.
- Click Run Checks.
- Click Fix All to fix everything that can be fixed, then look at what is left.
The counters under the buttons sum up the result: passed, warnings, errors, skipped and crashed checks.
Contexts
| Context | For | File name expected |
|---|---|---|
| Asset: General | Props, sets, generic assets (modeling and lineart) | prp_name_mod.blend, set_name_lineart_v002.blend… |
| Character: Modeling | Character modeling | chr_name_mod.blend |
| Character: Lineart / Shading | Character lineart and shading | chr_name_lineart.blend, chr_name_shading.blend |
| Shot: Layout | Shot layout | sq010_sh0010_layout.blend |
| Shot: Animation | Shot animation | No checks yet |
The context and the disabled checks are saved in the .blend.
Buttons
| Button | Action |
|---|---|
| Run Checks | Runs every enabled check of the context. |
| Fix All | Runs the fix of every failing check that has one, then runs all checks again. |
| Report icon (right of Fix All) | Writes the last report to the text datablock WTD_Sanity_Report (open it in the Text Editor). Useful when there are more issues than the panel shows. |
| Export Character Reference | Character: Modeling only. See Character reference. |
On each check row:
| Element | Action |
|---|---|
| Checkbox | Enables or disables the check for this file. |
| Arrow | Unfolds the description and the list of issues. |
| Status icon | Not run, passed, info, warning, error, skipped or crashed. The number in brackets is the issue count. |
| Arrow-cursor icon | Selects the objects of the issues. For geometry issues, it enters Edit Mode with the faulty vertices, edges or faces selected. |
| Wrench icon | Fixes this check. It is shown only when the check failed and has a fix. Hover it to see what the fix does. |
| Refresh icon | Runs this check only. |
In the unfolded list, each issue has its own select button. For naming checks, the name can be edited right there.
Ctrl+Z undoes every fix.
Checks
✔ means the check has an automatic fix.
All contexts
| Check | What it checks | Fix |
|---|---|---|
| Units | Unit system, scale and length unit follow the specs. | ✔ |
| File name | The file is saved and its name follows the pattern of the context. |
Asset contexts (General, Character Modeling, Character Lineart / Shading)
| Check | What it checks | Fix |
|---|---|---|
| Naming convention | Objects, mesh data, collections, materials and node groups carry the type prefix (GEO_, COL_, MAT_…). No Blender default names (Cube, Material…), no .001, no spaces or accents. Mesh data is named like its object. |
✔ when a name can be derived |
| Collection structure | No object directly in the Scene Collection, no empty collection, the required collections exist. | ✔ removes empty collections |
| N-gons | Only triangles and quads. | |
| Concave faces | No concave quad or n-gon. | |
| Non-manifold geometry | No wire edges, edges with more than two faces, flipped normals, bow-tie vertices or open borders. | |
| UVs | Every mesh has a UV map and no negative UV coordinate. | |
| Modifiers | Only Subdivision Surface and Multiresolution. Lineart / Shading files also allow Line Art and Thickness. | ✔ applies the others |
| Transforms applied | Rotation and scale of geometry objects are applied. | ✔ |
| Unused nodes | No node disconnected from the output in materials, worlds and node groups. | ✔ deletes them |
| No animation | No action or NLA track assigned (drivers are fine). | ✔ |
Character: Modeling
| Check | What it checks | Fix |
|---|---|---|
| Inner mouth & eyes naming | Inner mouth and eye objects carry exactly the names of the reference character. | |
| Body vertex order | The body has the same vertex count and order as the reference character. | |
| Body vertex groups | The body has the required vertex groups. | ✔ creates them empty |
Character: Lineart / Shading
| Check | What it checks | Fix |
|---|---|---|
| Color management | Display, view transform, look, exposure, gamma and colorspaces follow the specs. | ✔ (except the working space) |
Shot: Layout
| Check | What it checks | Fix |
|---|---|---|
| Frame rate | Matches the production frame rate. | ✔ |
| Resolution | Resolution, percentage and pixel aspect match the production format. | ✔ |
| Shot start / end | The frame range matches production tracking. Skipped until the Libreflow / Kitsu connection is set up. | ✔ |
| Duplicated names | No local datablock with a .001 suffix. |
✔ when the base name is free |
| Set positions | Instanced set collections sit at the world origin. | ✔ |
| Sound versions | Sound files exist and are the latest published version. | ✔ |
| Sound track active | Scene audio, sound strips and their channels are not muted. | ✔ |
Character reference
The character checks compare each character to a master character:
- Open the master character file, set the context to Character: Modeling and make sure the asset name is right.
- Click Export Character Reference and save the JSON in a shared location.
- Set that file as Character Reference in the add-on preferences, or in the
WTD_CHAR_REFERENCEenvironment variable for everyone.
Tools panel
Get Oid For Open Scene
Asks Libreflow for the object id (oid) of the open file and shows it in the status bar. Blender must have been started from Libreflow, so that the Kabaret connection is available.
Shot Viewer
Opens the Shot Viewer window.
Rename
Renames the selected objects, or their materials, following the production naming convention. Numbering stays consistent across renames.
Names are built from these parts, joined with _. Empty parts are left out:
prefix _ name _ side _ number _ suffix
GEO _ box _ center _ 001 _ mesh → GEO_box_center_001_mesh
Settings
| Setting | Use |
|---|---|
| Objects / Materials | Rename the selected objects, or the materials used by the selected objects. |
| Name | The new name. Leave it empty to keep each item's current name and only bring it to the convention: box2 becomes box_…. |
| Prefix | None, By Type (GEO_ for meshes, CRV_ for curves, MAT_ for materials… the same prefixes the Sanity Check expects) or Custom. |
| Side | Orientation token: center, left, right, front, back, top, bottom, or none. |
| Suffix | None, By Type (mesh, curve, mat…) or Custom. |
| Order | The order numbers are given in: current name, or position along X, Y or Z. Ordering along an axis numbers a row of pillars from one end to the other. |
| Rename Data | Objects only. Gives the object data (mesh, curve, light… Maya's "shape" node) the same name as its object. |
The box under the Rename button previews every change (old name → new name) before you click.
Numbering
- It continues after the existing names. Rename three objects to
pillarand you getpillar_001topillar_003. Rename two more later and they becomepillar_004andpillar_005. - Each pattern counts separately.
pillar_left_…andpillar_right_…each have their own numbers. - Renaming again is safe. Objects that already follow the pattern keep their number when ordered by name, and new ones are numbered after them. Ordering along X/Y/Z renumbers them all by position.
- Items in a linked library also count, so local numbers never repeat a library's numbers.
Examples
| Selection | Settings | Result |
|---|---|---|
temp, temp2, whatever |
Name pillar, Prefix None |
pillar_001, pillar_002, pillar_003 |
| two more objects | same | pillar_004, pillar_005 |
box, box2 |
Name empty, Side center, Suffix By Type | box_center_001_mesh, box_center_002_mesh |
| same | + Prefix By Type | GEO_box_center_001_mesh… |
| materials of the selection | Materials, Name wood, Prefix and Suffix By Type |
MAT_wood_001_mat… |
Good to know
- With Name empty, the tool strips the old prefix, side, number, suffix and
.001, and trailing digits (box2→box,GEO_box_center_002_mesh→box). A name liketree_v2therefore becomestree_v. Type the name in such cases. - Data shared by several objects (instances made with Alt+D) is renamed after the first of them, and only when all of them are being renamed.
- Linked (library) objects and materials are not renamed.
- Ctrl+Z undoes the rename.
Shot Viewer
A separate window to review the shots of a sequence through their camera. You can switch shots, add and delete them, and grab the character and prop rigs.
How shots are stored
- The edit is a scene whose Video Sequencer holds the sequence.
- Each shot is a scene strip in that sequencer. The strip points to a scene (where the set and characters live) and optionally to a camera (Strip > Scene > Camera). Without a camera on the strip, the scene's active camera is used.
- Several shots can use the same scene with different cameras and frame ranges.
Opening it
WTD tab > Tools > Shot Viewer.
This opens a new window with its own Shot Viewer workspace (a tab in the top bar):
- Top: the 3D view, looking through the shot camera.
- Bottom: the Sequencer showing the edit, with each shot as a strip and the playhead showing where you are in the sequence.
- Sidebar (WTD tab): the Shot Viewer panel.
The window starts on the shot under the edit playhead. The file does not need any shots yet: the current scene becomes the edit, and you can add shots right away.
Your main window stays on the edit scene. You can keep working there, or put the viewer on a second screen.
Moving through the edit
| To… | Do… |
|---|---|
| Jump to a shot | Click it in the shot list (name, camera, frames in the edit). |
| Go to the previous / next shot | Previous / Next. |
| Find a shot by name | The filter field at the bottom of the shot list. |
| Scrub the sequence | Drag the playhead in the Sequencer at the bottom. The 3D view switches to the shot under the playhead (scene, camera and frame), and the list follows. This is Blender's Sync Scene Time option, the checkbox at the bottom of the Sequencer. |
| Play one shot | Press play with the mouse over the 3D view. With Loop Shot on, playback loops on the shot. The edit playhead follows along. |
| Play the whole sequence | Press play with the mouse over the Sequencer. The 3D view follows from shot to shot. |
Loop Shot works by setting the preview range of the shot's scene to the shot frames. Unticking it removes that preview range from the shot scenes.
Adding a shot
Click + next to the shot list:
| Setting | Use |
|---|---|
| Name | Pre-filled with the next free shot number (sh0010, sh0020…). |
| Scene: New, Shared Content | A new scene using the same collections as the scene shown in the viewer (set, characters…), without copying them. Cameras placed directly in that scene's top collection are not carried over. |
| Scene: New, Empty | A blank scene with the resolution and frame rate of the edit. |
| Scene: Existing | Reuse an existing scene for its whole frame range. New Camera decides whether the shot gets its own camera or uses the scene's. |
| Duration | Length in frames, for new scenes. New scenes start at frame 1001. |
The new shot is placed at the end of the edit and gets its own camera CAM_<shot name>. The camera copies the lens and position of the camera you were looking through, so you start from the current framing. The viewer then jumps to the new shot.
Deleting a shot
Select it and click −:
| Option | Default | Use |
|---|---|---|
| Close Gap | On | Moves the following strips back so the edit has no hole. |
| Delete Camera | Off | Also deletes the shot camera, unless another shot uses it. |
| Delete Scene | Off | Also deletes the shot scene, unless another shot uses it. The edit scene is never deleted. |
Ctrl+Z undoes adding and deleting shots.
Selecting rigs
The bottom of the panel lists the armatures of the shot, grouped into Characters, Props and Other:
- Click a rig: selects it and enters Pose Mode.
- Shift+click: adds it to the selection, to pose several rigs at once.
- The rig(s) currently selected are highlighted.
A rig counts as a character or a prop when its name, one of its collections, or the library file it comes from starts with chr_ / prp_ (see SHOT_VIEWER_RIG_GROUPS in Configuration). Hidden rigs cannot be selected.
Good to know
- The Shot Viewer workspace is saved with the file. Opening the viewer again reuses it.
- After reopening a file, check the Edit field at the top of the panel if the edit is not found automatically.
- Reversed strips and strips with a changed speed are not supported.
Configuration
All production values live in config.py. Values marked TODO there are placeholders waiting for the real production specs.
To change them without editing the code, write a JSON file with the keys to override and set it as Config Override in the add-on preferences, or in the WTD_SANITY_CONFIG environment variable. Dictionaries are merged with the defaults, so only the keys you change need to be listed. Every other value replaces the default.
{
"FPS": 25,
"RESOLUTION": [1920, 1080],
"RENAME_SIDES": ["center", "left", "right"],
"SHOT_FRAME_START": 1001,
"SHOT_VIEWER_RIG_GROUPS": {
"Characters": "(?i)^(?:chr|ch)[_-]"
}
}
Unknown keys are ignored and reported in the system console.
Keys by tool
| Tool | Keys |
|---|---|
| Sanity Check: scene | FPS, FPS_BASE, RESOLUTION, RESOLUTION_PERCENTAGE, PIXEL_ASPECT, UNIT_SYSTEM, UNIT_SCALE_LENGTH, UNIT_LENGTH, COLOR_MANAGEMENT |
| Sanity Check: files | FILENAME_PATTERNS, VERSION_PATTERN |
| Sanity Check: naming | OBJECT_PREFIXES, DATABLOCK_PREFIXES, NAME_BODY_PATTERN, MESH_DATA_MATCHES_OBJECT, DEFAULT_NAMES, DUPLICATE_NAME_TYPES |
| Sanity Check: assets | REQUIRED_COLLECTIONS, MAX_FACE_SIDES, CONCAVE_TOLERANCE, NON_MANIFOLD_ALLOW_BOUNDARY, UV_NEGATIVE_TOLERANCE, ALLOWED_MODIFIERS, ALLOWED_MODIFIERS_LINEART, APPLY_TRANSFORM, APPLY_TRANSFORM_TYPES, TRANSFORM_TOLERANCE, FORBIDDEN_ASSET_OBJECT_TYPES |
| Sanity Check: characters | CHAR_REFERENCE_PATH, CHAR_BODY_NAME, CHAR_PART_KEYWORDS, CHAR_BODY_VERTEX_GROUPS |
| Sanity Check: layout | SET_COLLECTION_PATTERN |
| Sanity Check: panel | CATEGORY_ORDER, MAX_ISSUES_DRAWN |
| Rename | RENAME_SEPARATOR, RENAME_PADDING, RENAME_SIDES, RENAME_TYPE_SUFFIXES (plus OBJECT_PREFIXES / DATABLOCK_PREFIXES for By Type prefixes) |
| Shot Viewer | SHOT_VIEWER_RIG_GROUPS, SHOT_NAME_FORMAT, SHOT_NUMBER_STEP, SHOT_FRAME_START, SHOT_DEFAULT_DURATION |
Troubleshooting
A check says "crashed". The check hit an unexpected error. Unfold it to read the message, and send it with the file to the pipeline team. The other checks still run.
"Shot start / end" is always skipped.
The connection to Libreflow / Kitsu (providers.get_shot_frame_range) is not set up yet.
The character checks are skipped.
Either no character reference is set (see Character reference), or the character name is unknown: type it in the Asset field, or name the file chr_<name>_mod.blend. Body vertex groups stays skipped until production lists the required groups (CHAR_BODY_VERTEX_GROUPS).
Rename: the preview shows nothing. Nothing is selected, the selection is linked from a library, or (in Materials mode) the selected objects have no local material.
Shot Viewer: a rig is not in the list. Only armatures in the shot's view layer are listed. A collection instance that has not been overridden does not expose its armature: make a library override first.
Shot Viewer: the 3D view does not follow when I scrub. Check that Sync Scene Time is ticked at the bottom of the Sequencer in the viewer window.
For developers
Layout
| Path | Content |
|---|---|
__init__.py |
Registration |
config.py |
Production values and the JSON override loader |
providers.py |
Hooks to production tracking (Libreflow / Kitsu) |
core/ |
Sanity check framework: Check, Issue, contexts, runner |
checks/ |
The checks, one folder per family |
ui/ |
Sanity Check operators, settings and every panel |
rename.py |
Rename tool (logic, settings, operator) |
shot_viewer.py |
Shot Viewer (logic, settings, operators) |
tools_ops.py |
Libreflow tools (Get Oid) |
Adding a check
Subclass Check in any module under checks/. A class that defines its own id is registered automatically:
from ...core import Check, Issue, contexts
class NoSuzanne(Check):
id = "no_suzanne"
label = "No Suzanne"
description = "Monkeys are not allowed in production files."
category = "Objects"
contexts = contexts.ASSET
def run(self, ctx):
for ob in ctx.objects("MESH"):
if "Suzanne" in ob.name:
yield Issue.for_id(f"{ob.name} looks like a monkey", ob)
# Optional: makes the wrench button appear.
def fix(self, ctx, issues):
...
runyieldsIssues. No issue means the check passed.- Raise
SkipCheck("reason")when the check cannot be evaluated. fixmay return messages describing what it could not fix.- Read config values at run time (
config.FPS), never at import time, so that overrides apply.