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blender-docs — open Blender resources for kreeader-studio
A curated, license-verified catalogue of open-source Blender add-ons,
procedural generators, and character / scenery / VFX / asset resources, and how
each maps to kreeader-studio — the pipeline that turns comic pages into
voiced motion comics and 3D animation. kreeader-studio drives Blender headless
as an out-of-process /render service (kreeader-blender), so every resource
here is chosen to be scriptable via bpy for automated, per-panel generation.
Researched 2026-08-15. Each entry lists name — author — license — URL — what it does — use in kreeader-studio. Licenses were verified on the actual repo/model card; the deciding facts (GPL vs permissive, weights/asset licenses, non-commercial traps) are called out.
The GPL-containment rule (read first)
Almost every Blender add-on is GPL (Blender itself is GPL). That is fine here:
kreeader-studio runs Blender/bpy out-of-process (the kreeader-blender
/render server), so the GPL of add-ons and bpy stays contained in that separate
process and never infects kreeader-studio's own permissive (MIT/Apache) binary —
exactly the boundary kreeader-studio/docs/license-audit.md already applies to
ffmpeg. The MIT/Apache items flagged below (blender-mcp, usd-core, glTF-IO,
pynodes, EzAudio-style tooling) are the only ones safe to import directly into
kreeader's own source. Non-commercial / research-only licenses (FLAME model,
MB-Lab AGPL output, Geo-Scatter engine EULA, non-free asset tiers) are flagged so
they are not shipped.
How this maps to the pipeline
A comic panel becomes a rendered 3D/2.5D shot roughly like this — each stage has open tooling below:
- Drive Blender headless —
bpy/BlenderProc/Blenderless run the whole thing out-of-process (§ Headless / bpy automation). - Comic-native 2.5D look — Grease Pencil, Line Art, trace-to-GP, multiplane parallax, toon/NPR shading keep the drawn art style cheaply (§ Grease Pencil / 2D / NPR) — the highest-value path for motion comics.
- Build the set procedurally — terrain, buildings, trees, cities from a few parameters (§ Procedural generation, § Scenery) — the target of the kreeader-studio procedural-generator plugins + frontends.
- Cast the characters — open human generators → auto-rig → audio-driven lip-sync from the TTS/diarization tracks (§ Character / rigging / lip-sync).
- Add action FX — destruction, smoke/fire, particles for impact beats (§ VFX / simulation).
- Shot/camera/render orchestration and CC0 asset dressing (§ General add-ons, § CC0 asset libraries).
Recommended starting stack (all open, all headless-driveable)
- Engine boundary: bpy (GPL, out-of-process) + BlenderProc (GPL) for config-driven scene assembly; blender-mcp (MIT) as the agent control surface.
- First procedural-generator frontends (built-in, zero install, GPL, fully
bpy.ops-driveable): A.N.T. Landscape (terrain) and Sapling / improved sapling (trees). Then Buildify and blosm/OSM for environments. - Scriptable generator substrate: Geometry Script (GPL) or pynodes (Apache-2.0) — every generator becomes a Python function with typed args, the cleanest thing to wrap in a parameter frontend.
- Comic look: Grease Pencil + Line Art + Frame By Plane (parallax) + Malt/BEER (MIT toon engine).
- Characters: MPFB2 (GPLv3 code / CC0 assets) → Rigify (GPL) → Rhubarb Lip Sync (MIT) driven by the studio TTS/diarization audio.
- Assets: Poly Haven / ambientCG / Poly Pizza (CC0, REST APIs for headless auto-fetch).
Top procedural-generator frontend candidates
These are the generators kreeader-studio should wrap first as plugins with param
frontends (clean, bpy-driveable parameters; no node-editor required):
| Generator | License | Params → frontend | Output |
|---|---|---|---|
| A.N.T. Landscape (built-in) | GPL | noise type, size, height, seed (numeric operator props) | terrain mesh |
| Sapling / improved-sapling (built-in) | GPL | species preset + dozens of numeric props | tree mesh |
| Buildify 1.0 | GPL | floor height/count, part seeds | building from footprint |
| blosm (OSM) | GPL (base free) | bbox coords + feature toggles | real city block |
| tree-gen (Weber-Penn) | GPL | per-species numeric param dict | tree mesh |
| Geometry Script / pynodes | GPL / Apache-2.0 | typed Python fn args | any geo-node asset |
Headless / bpy Python automation (core of kreeader-blender /render)
- bpy on PyPI — Blender Foundation — GPL-3.0 — https://pypi.org/project/bpy/ — Full Blender/Cycles as importable Python module. Use: literal foundation of the /render server:
import bpy, build scene from panel data,render.render(), return image. - BlenderProc — DLR-RM — GPL-3.0 — https://github.com/DLR-RM/BlenderProc — Config/JSON-driven headless scene assembly + render (RGB/depth/normals/seg). Use: strongest scene-assembly-from-data fit; declarative config as internal /render layer.
- Blenderless — Oqton — GPL-3.0 — https://github.com/oqton/blenderless — Headless render wrapper (virtual framebuffer, dodges bpy single-import pitfalls). Use: solves headless traps; drop-in for turntable/thumbnail shots.
- bpy-renderer — huanngzh — NO LICENSE (all-rights-reserved; reference only) — https://github.com/huanngzh/bpy-renderer — Slim bpy render abstraction. Use: mine patterns, don't vendor until licensed.
- Flamenco — Blender Studio — GPL-3.0 — https://flamenco.blender.org/ — Render-farm job distribution (Go). Use: scale /render jobs across workers.
- blender-mcp — ahujasid — MIT — https://github.com/ahujasid/blender-mcp — Reference MCP server LLM→Blender. Use: MIT blueprint for agent-authored shots over the deterministic /render API.
- blender-open-mcp — Nirajan Dhakal — MIT — https://github.com/dhakalnirajan/blender-open-mcp — MCP via Ollama (self-hosted LLM). Use: offline/on-prem variant (butcher posture).
- mcp_link_blender — AuraFriday — GPL-3.0 — https://github.com/aurafriday/mcp_link_blender — Broad-surface MCP bridge. Use: reference (GPL, arm's length from MIT code).
- OpenUSD / usd-core — Pixar/AOUSD — Apache-2.0 (mod) — https://pypi.org/project/usd-core/ — USD Python API. Use: compose USD scene graphs from panel data before Blender USD import.
- guc — pablode — Apache-2.0 — https://github.com/pablode/guc — glTF→USD w/ MaterialX. Use: normalize glTF assets to USD.
- usd_from_gltf — Google — Apache-2.0 — https://github.com/google/usd_from_gltf — glTF→USD(Z) CLI/Python. Use: batch asset-conversion step.
- gltf2usd — kcoley — MIT — https://github.com/kcoley/gltf2usd — glTF→USD. Use: MIT-friendly converter to vendor.
- Blender built-in glTF/USD IO — Blender Foundation — GPL-3.0 (in bpy) — Use: zero-dep load of USD/glTF into headless scene via bpy.ops.
GPL-containment note: Blender/bpy/BlenderProc/Blenderless/Flamenco run OUT-OF-PROCESS in /render → GPL stays contained, doesn't infect kreeader's own MIT code. MIT/Apache items (blender-mcp, usd-core, guc, usd_from_gltf, gltf2usd) are safe to import directly. Paid ref: NVIDIA Omniverse USD Exchange SDK (proprietary EULA).
Grease Pencil / 2D / Toon / NPR (most comic-native — 2.5D motion comics)
Core Blender (GPL)
- Grease Pencil v3 + Line Art modifier — Blender Foundation — GPL-2.0+ — https://docs.blender.org/manual/en/latest/grease_pencil/modifiers/generate/line_art.html — 2D-in-3D; auto ink lines from geometry. Use: base runtime; clean comic outlines on any 2.5D depth, GP animated headless to voice timing.
- Trace Image to Grease Pencil + Images as Planes — Blender Foundation — GPL-2.0+ — https://docs.blender.org/manual/en/latest/grease_pencil/modes/object/trace_image.html — raster→GP vector (
bpy.ops.gpencil.trace_image). Use: batch-trace panels/cutouts into editable vector GP; cheapest scan→drawn-look layer. - Freestyle (core, fallback) — GPL — render-time line renderer, more customizable strokes than Line Art (not editable GP).
NPR engines / toon shaders
- Malt / BEER — BNPR — MIT — https://github.com/bnpr/Malt — Standalone real-time NPR (cel, soft-toon, x-toon, watercolor, hatch, halftone), Python-pipeline. Use: strongest permissive toon/cel engine; scripted per-panel shading presets.
- Goo Engine — DillonGoo — GPL source (binaries Patreon-gated) — https://github.com/dillongoostudios/goo-engine — Blender fork, anime/NPR Eevee toon. Use: self-compile for production anime cel/outline.
- LSCherry — lvoxx — GPL-3.0 — https://github.com/lvoxx/LSCherry — Anime toon framework (Eevee+Cycles), multi-band cel. Use: drop-in cel node groups; flat-color+shadow comic styling via bpy.
- btoon — Yuki Koyama — GPLv3 code + CC-BY-4.0 .blend node libs — https://github.com/yuki-koyama/btoon — Toon material (rim/spec/contour). Use: lightweight cel+rim; permissive assets shippable.
GP 2D tools / cutout rigging
- NijiGPen — chsh2 — GPL-3.0 — https://github.com/chsh2/nijiGPen — Vector boolean/offset, stroke cleanup, 2D→3D relief. Use: clean traced strokes + subtle depth/cel from flat shapes.
- Tiny 2D Rig Tools — NickTiny — LICENSE unstated (flag) — https://github.com/NickTiny/Tiny-2D-Rig-Tools — Cutout GP rigs, auto-IK, time-offset drawing swaps. Use: CORE 2.5D cutout lip-sync — drive mouth-drawing swaps from voice track.
- SakugaGP — spikysaurus — GPL-3.0 — https://github.com/spikysaurus/Blender-SakugaGP — Batch cel renderer, XDTS export, GP manager. Use: held-frame limited-animation cel look (motion-comic aesthetic), scriptable render passes.
- GP Onion Peel — Pullusb — GPL-3.0 — https://github.com/Pullusb/GP_onion_peel — World-relative onion skinning. Use: authoring-time in-between reference.
2D→2.5D parallax / multiplane
- Frame By Plane — extensions.blender.org — GPL-compat — https://extensions.blender.org/add-ons/frame-by-plane/ — images/sequences as rigged planes for multiplane/parallax/cutout. Use: MOST DIRECT cheap 2.5D — slice panel into fore/mid/bg layers, animate camera for parallax; per-layer maskable.
- Camera Plane / Parallax Node — Les Fées Spéciales — GPL — https://gitlab.com/lfs.coop/blender/camera-plane — parents bg layers to camera space at distances (battle-tested 1300+ shots). Use: production multiplane rig, per-layer distances scripted per panel. Paid ref: Image Tracer SM, Goo binaries, SpiralAtlas toon (btoon/LSCherry are open alternatives).
Procedural generation (★ = clean driveable params → good frontend candidate)
Node-based frameworks (engine layer)
- Sverchok — nortikin — GPL-3.0 — https://github.com/nortikin/sverchok — Node parametric modeling (Grasshopper-like). Driveable: node inputs settable via bpy; authoring needs manual nodes.
- Animation Nodes — Jacques Lucke — GPL-3.0 — https://github.com/JacquesLucke/animation_nodes — Node motion-graphics. Driveable via nodes; animation stage.
- ★ Geometry Script — Carson Katri — GPL-3.0 — https://github.com/carson-katri/geometry-script — Python API compiling to Geometry Node trees. BEST scriptable substrate: params = typed Python function args, trivially frontend-wrapped, no node-editor.
- ★ pynodes — iplai — Apache-2.0 — https://github.com/iplai/pynodes — Pythonic node-graph construction. Permissive (vendorable); params from Python values.
- NodeToPython — Brendan Parmer — GPL-3.0 — https://github.com/BrendanParmer/NodeToPython — Converts node groups → standalone Python add-on. Glue: artist node generators → headless bpy code w/ exposed inputs.
Buildings / cities
- ★ Buildify 1.0 — Pavel Oliva — GPL (free commercial; .blend geonodes lib) — https://paveloliva.gumroad.com/l/buildify (mirror archive.org/details/buildify-1.0) — Grows building from footprint curve + part collections. Driveable: floor height/count, part seeds — STRONG frontend candidate.
- ★ blosm (blender-osm) — vvoovv — GPL (base free; premium paid) — https://github.com/vvoovv/blosm — Imports real OSM buildings/roads/terrain/Google tiles. Driveable: bbox coords + toggles (string/numeric) — frontend-friendly; some features premium.
- Procedural City Generator — hamolicious — MIT-family (verify) — https://github.com/hamolicious/Procedural-City-Generator — Randomized city from prebuilt buildings. Driveable: grid/seed/density; needs bpy entrypoint adapt.
Nature / vegetation / terrain
- ★ Modular Tree (MTree) — GoodPie fork — add-on GPL-3.0 / core MIT — https://github.com/GoodPie/modular_tree — Node procedural trees (L-system). Driveable: trunk height/branch count/seed; MIT core convenient.
- ★ tree-gen — friggog — GPL-3.0 — https://github.com/friggog/tree-gen — Weber-Penn trees w/ named species presets. Driveable: numeric param dict per species (preset + sliders).
- ★ improved-sapling-tree-generator (+ built-in Sapling) — abpy — GPL — https://github.com/abpy/improved-sapling-tree-generator — Enhanced built-in Sapling. Driveable: dozens of numeric operator props in a headless bpy.ops call; always-available.
- ★ A.N.T. Landscape (built-in) — GPL — https://extensions.blender.org/add-ons/antlandscape/ — Noise terrain/planet mesh. Driveable: numeric noise-type/size/height/seed operator props — IDEAL frontend, zero install (built in).
Scatter (flag)
- Geo-Scatter — BD3D — MIXED: scripts GPL but core engine.blend royalty-free EULA (NOT libre) — https://geoscatter.com/ — High-density scatter. Prefer plain Geometry Nodes scatter for libre pipeline.
Headless scene-assembly harness
- ★ BlenderProc — DLR-RM — GPL-3.0 — https://github.com/DLR-RM/BlenderProc — Config/Python-driven headless photoreal scene assembly+render. Closest architectural precedent; whole scene = numeric/string config → directly the frontend model.
- Molecular Nodes — Brady Johnston — GPL-3.0 — https://github.com/BradyAJohnston/MolecularNodes — Reference for wrapping geonode generators behind clean Python params (domain=molecules).
Paid ref: Geo-Scatter engine, blosm premium, SkyscrapX, M-CityGenerator, True Terrain, Terrain Mixer.
RECOMMENDATION: Geometry Script or pynodes (substrate) + BlenderProc (headless harness) = fully open core, every generator = Python fn w/ typed args (cleanest for param frontends). Built-in A.N.T. Landscape + Sapling = free, always-present, fully bpy.ops-driveable, zero licensing friction — best first frontends. Buildify + blosm = highest-leverage environment generators.
Scenery / Environment / World-building
Open, bpy-scriptable for headless generation.
- A.N.T.Landscape — Blender Foundation/Jimmy Hazevoet — GPL-2.0+ — https://extensions.blender.org/add-ons/antlandscape/ — Procedural noise terrain/displacement. Use:
bpy.ops.mesh.landscape_add()with height params from a panel's horizon → hills/cliffs/dunes. - Sapling Tree Gen — Blender Foundation — GPL-3.0+ — https://extensions.blender.org/add-ons/sapling-tree-gen/ — Parametric trees. Use: drive add_tree operator params to match drawn trees; operator-scriptable.
- Modular Tree (mtree) — Maxime Herpin — GPL-3.0 — https://github.com/MaximeHerpin/modular_tree — Node-based tree gen. Use: specific stylized trees; node trees built programmatically for repeatable forests.
- OpenScatter — GitMay3D — GPL-3.0 — https://github.com/GitMay3D/OpenScatter — Geometry-Nodes scattering (grass/foliage/rocks). Use: dress terrain foreground/midground, headless via geo-node inputs.
- BagaPie Modifier — Antoine Bagattini — GPL/MIT (code; Assets pack is royalty-free not open) — https://abaga.gumroad.com/ — Geo-node presets: scatter, array-on-curve, walls/floors/fences/stairs/pipes, ivy. Use: set-dressing + architectural greebles.
- blosm (blender-osm, base) — vvoovv — GPL (default textures CC0; Pro paid) — https://github.com/vvoovv/blosm — Import OSM buildings/roads/terrain/rivers. Use: recognizable/generic urban blocks → scriptable city backdrop; SRTM terrain for establishing shots.
- Archimesh — Blender Foundation/Antonio Vazquez — GPL-2.0+ — https://extensions.blender.org/add-ons/archimesh/ — Parametric rooms/walls/doors/windows/stairs. Use: reconstruct interior sets headless from panel perspective.
- Procedural Building Generator — lsimic — GPL — https://github.com/lsimic/ProceduralBuildingGenerator — Multi-storey shells with floors/windows/facade. Use: fill cityscape mid/background when OSM not wanted.
- Blender Building Generator — outerreaches — GPL-3.0+ — https://github.com/outerreaches/blender-building-generator — Modern/post-apoc buildings, optional damage. Use: genre-matched hero buildings (ruined vs intact per mood).
- Sorcar — aachman98 — GPL-3.0 — https://github.com/aachman98/Sorcar — Houdini-like node procedural modeling (250+ nodes). Use: bespoke set pieces via its Python API headless.
- Poly Haven (HDRIs) — Poly Haven — CC0 — https://polyhaven.com/hdris — HDRIs + CC0 textures/scans. Use: world/sky IBL matching panel time-of-day via world node tree; CC0 materials.
- Nishita Sky Texture (built-in) — Blender Foundation — GPL-2.0+ — https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/sky.html — Physically-based procedural sky/atmosphere. Use: fully procedural sky+sun from panel lighting direction; no HDRI file dep.
- Procedural Granite Node Group — BlendSwap — CC0 — https://blendswap.com/blend/21900 — Parameterized rock/granite shader. Use: terrain/rock/stone materials, driven via shader node API.
Paid/non-free (reference): Physical Starlight and Atmosphere (GPL source but paid); blosm Pro/Google tiles; BagaPie Assets pack; BlenderKit premium. Substitute Poly Haven (CC0) for assets.
Caveat: A.N.T.Landscape + Archimesh are legacy "as-is" bundled add-ons but remain GPL + scriptable — safe.
Character modeling / rigging / lip-sync
Generation
- MPFB2 (MakeHuman for Blender) — makehumancommunity — GPLv3 code, CC0 assets — https://github.com/makehumancommunity/mpfb2 — In-Blender parametric human gen. Use: primary body-mesh factory, bpy-scriptable; CC0 output ships commercially; feeds Rigify/lip-sync.
- CharMorph — Upliner (MB-Lab successor) — GPLv3 code, per-char CC0/CC-BY/AGPL (verify) — https://github.com/Upliner/CharMorph — One-panel rigged char creator w/ morphs. Use: stylized/comic proportions; pick CC0/CC-BY base.
- MB-Lab — animate1978 — code GPL, models default AGPL-3 (flag) — https://github.com/animate1978/MB-Lab — Legacy creator w/ phoneme presets. Use: reference/fallback only (AGPL output unsuitable for shipping); prefer CharMorph/MPFB2.
Auto-rigging
- Rigify (bundled) — Blender Foundation — GPLv2+ — Use:
bpy.ops.pose.rigify_generate()headless; MPFB2 auto-places compatible metarig → fully scripted body→rig; face bones for lip-sync. - CloudRig — Blender Studio — GPLv3 — https://projects.blender.org/Mets/CloudRig — Production Rigify-derived. Use: higher-quality for close-up acting; hero chars.
- GameRig — Arminando — GPL-2.0 — https://github.com/Arminando/GameRig — Game-engine rigs (clean deform). Use: when exporting to glTF/FBX for real-time renderer.
Face / lip-sync (TTS/diarization audio → mouth)
- Rhubarb Lip Sync — Daniel Wolf — MIT — https://github.com/DanielSWolf/rhubarb-lip-sync — WAV(+text)→timed viseme JSON. Use: CORE audio→viseme engine; run headless on each TTS clip, bpy keys mouth shapes per timestamp. MIT = embeddable.
- blender_rhubarb_lipsync_ng — Premik — MIT — https://github.com/Premik/blender_rhubarb_lipsync_ng — Blender add-on wrapping Rhubarb (viseme→pose bake). Use: viseme→pose mapping reusable in headless bpy.
- auto-lip-sync — atongsak — NO LICENSE (flag) — https://github.com/atongsak/auto-lip-sync — ASR+alignment→viseme keys. Use: design reference only until licensed.
- ARKitBlendshapeHelper — Elijah Atkins — MIT — https://github.com/elijah-atkins/ARKitBlendshapeHelper — Generates 52 ARKit blendshapes. Use: stable blendshape target namespace for lip-sync/expression code.
- FLAME Blender Add-on — Hannes Delbeke — add-on GPL, FLAME model non-commercial (flag) — https://github.com/hannesdelbeke/FLAME-Blender-Add-on — Parametric expressive head. Use: R&D/prototyping only (research-license model).
Mocap / retarget
- retarget_bvh (MakeWalk) — Diffeomorphic — GPLv2+ — https://github.com/Diffeomorphic/retarget_bvh — BVH/FBX retarget to any armature. Use: retarget canned body-motion BVH onto char rigs; batch headless bake.
- Open Mocap — Larenju-Rai — MIT claimed (verify) — https://github.com/Larenju-Rai/open-mocap-blender — AI mocap from video. Use: derive motion from reference video.
- Motion-capture-connector — pohjan — GPL-family (verify) — https://github.com/pohjan/Motion-capture-connector — BVH→MB-Lab/MakeHuman/Rigify presets. Use: preset bone maps for the generator rigs.
Pose / hair / clothing
- Sakura PoseLib — Kafuji Sato — GPLv3 — https://github.com/kafuji/Sakura-Creative-Suite — Pose/expression bank. Use: per-panel emotion→pose blend complementing viseme keys.
- GBH Tool — GixoXYZ — GPL-3.0 — https://github.com/GixoXYZ/BlenderGBHTool — Procedural hair. Use: scriptable hairstyle per comic char.
- HairNet — Jandals — GPL — https://github.com/Jandals/HairNet — Mesh→hair guides. Use: stylized comic hair silhouettes from mesh cards.
- Clothing: MPFB2's CC0 clothes library + clothes tool (no separate add-on). Paid ref: Auto-Rig Pro, Faceit (best audio-lip-sync UX), Rokoko, AccuRIG (proprietary), Mixamo (proprietary). Landmines: MB-Lab AGPL model output; FLAME non-commercial; unlicensed auto-lip-sync/Open-Mocap. Clean-for-commercial: MPFB2 (CC0) + Rigify + Rhubarb (MIT).
VFX / Simulation
All headless-bakeable via blender -b -P.
- Blender core physics (particles, rigid body/Bullet, soft body, cloth, force fields, Geo-Nodes sim zones) — Blender Foundation — GPL-2.0+ — https://www.blender.org — Built-in solvers, no add-on. Use: baseline; script rigidbody/particle/cloth + ptcache.bake_all in background for debris, capes, rubble.
- Mantaflow (smoke/fire/liquids, bundled) — TU Munich/BF — Apache-2.0 engine (in GPL Blender) — http://mantaflow.com — Native fire/smoke/FLIP fluid. Use: explosions, muzzle smoke, splashes via Fluid modifier; bake + OpenVDB cache headless.
- Cell Fracture (bundled add-on) — Blender Foundation — GPL-2.0+ — https://extensions.blender.org/add-ons/cell-fracture/ — Voronoi shatter. Use: pre-fracture wall/vehicle + rigid-body bake for smash/impact ("KRAKOOM").
- Fracture Modifier (blender-fracture) — scorpion81 — GPL-2.0+ — https://github.com/scorpion81/blender-fracture — Dedicated Blender build, non-destructive interactive fracture+constraints. Use: alternate headless binary for progressive/constrained destruction.
- Molecular Plus — u3dreal — GPL-3.0+ — https://github.com/u3dreal/molecular-plus — Particle-link dynamics, sand, particle soft-body/cloth (Blender 4.2–5.1+). Use: sand pours, cohesive debris, goo, impact sprays.
- Blender-Molecular-Script (original) — Pyroevil — GPL — https://github.com/Pyroevil/Blender-Molecular-Script — Origin of Molecular Plus. Use: reference/fallback.
- Animation Nodes — Jacques Lucke — GPL-3.0 — https://github.com/JacquesLucke/animation_nodes — Node motion-graphics/visual scripting. Use: reusable rigs (text bursts, speed lines, kinetic transitions) parameterized per shot.
- Sverchok — nortikin — GPL-3.0 — https://github.com/nortikin/sverchok — Parametric node geometry. Use: shockwave rings, shatter patterns, radiating impact lines, energy-blast meshes per panel.
- Tissue — Alessandro Zomparelli/Co-de-iT — GPL-2.0+ — https://github.com/alessandro-zomparelli/tissue — Tessellation, dual mesh, reaction-diffusion. Use: crystalline growth, cracking shells, spreading corruption in transformation beats.
- Real Snow (bundled) — Blender Foundation — GPL-2.0+ — https://extensions.blender.org/add-ons/real-snow/ — Snow layer generator. Use: one-operator winter dressing + particle falling snow.
- Molecular Nodes — Brady Johnston — GPL-3.0 — https://github.com/BradyAJohnston/MolecularNodes — Geo-Nodes molecular sci-viz. Use: niche, science/tech comic set pieces only.
Flagged (license unstated, verify): JFracture (jfranmatheu, no LICENSE; fast parallel cell-fracture) https://github.com/jfranmatheu/JFracture ; Smashing (hanoixan, no license; destruction wrapper) https://github.com/hanoixan/Smashing.
Paid (reference): FLIP Fluids add-on paid but engine is MIT https://github.com/rlguy/Blender-FLIP-Fluids (buildable/scriptable directly); RBDLab; Khaos/Kaboom explosion add-ons (reproducible with Mantaflow+particles).
Highest value for comic action/impact: core destruction + Mantaflow.
General production add-ons (shot/camera/render/lighting/VSE)
- Shot Manager — Ubisoft — GPL-3.0 — https://github.com/ubisoft/shotmanager — True "shot" entity + multi-camera sequence tools. Use: map each panel→Shot (camera+frame range+take); enumerate shots headless, render each panel range.
- Add Camera Rigs — waylow/Blender — GPL-3.0+ — https://github.com/waylow/add_camera_rigs — Armature Dolly/Crane/2D camera rigs + composition guides. Use: instantiate rig per panel, keyframe bones (dolly-in reveal, crane over splash) headless.
- AutoCam (Free) — GPL-3.0 — https://extensions.blender.org/add-ons/autocam/ — Records + bakes natural camera moves to editable paths. Use: smooth easing camera-in moves; baked F-curves render deterministically headless.
- glTF-Blender-IO — Khronos — Apache-2.0 — https://github.com/KhronosGroup/glTF-Blender-IO — Official glTF2 import/export (bundled). Use: round-trip character/prop assets; bpy.ops.import/export_scene.gltf scriptable for headless ingestion.
- reference_to_image_plane — Pullusb — GPL-3.0 — https://github.com/Pullusb/reference_to_image_plane — Empty-image refs → textured mesh planes. Use: turn segmented panel layers (fg/char/bg PNGs) into stacked planes for 2.5D parallax.
- BlenderOpenRenderQueue — sudotman — MIT — https://github.com/sudotman/BlenderOpenRenderQueue — CLI-wrapper render queue (sequential background). Use: basis for the out-of-process render orchestrator; MIT-vendorable into the studio worker.
- Command-line Render Script Generator — cgvirus — GPL-3.0 — https://github.com/cgvirus/Blender_Addon_commandline_render_script_generator — Emits
blender -b -f/-ascripts from render settings. Use: reference for correct headless invocations per panel/shot. - LeoMoon LightStudio — GPL-3.0 — https://github.com/leomoon-studios/leomoon-lightstudio — 2D-controlled studio lighting → 3D placement, per-light profiles. Use: named lighting profile per shot (mood), headless-selectable.
- blender-light-studio (SNLS) — nortikin — GPL-3.0 — https://github.com/nortikin/blender-light-studio — HDR-Light-Studio-style rig. Use: alt open lighting-rig presets from bpy.
- Subtitle Editor — tin2tin — GPL — https://github.com/tin2tin/subtitle_editor — VSE subtitle suite w/ Faster-Whisper transcription + timed text strips. Use: auto-generate/align caption+dialogue strips over voiced audio; burn captions into final render.
- Vocal VSE — jet-logic — GPL-3.0 — https://github.com/jet-logic/vocal_vse — Offline TTS voiceover from text strips in VSE, auto-sync. Use: on-pipeline — text strips→voiced strips (or swap in project TTS, reuse strip flow).
- BlenderAddonPackageTool — xzhuah — MIT — https://github.com/xzhuah/BlenderAddonPackageTool — Dev/hot-reload/package framework for bpy add-ons (auto class load, 4.2+ ext). Use: scaffold kreeader-studio's own in-Blender helper add-on (panel-import, shot-setup, render-config); MIT, no copyleft.
- Blender Kitsu + Render Review + Contactsheet — Blender Studio — GPL-3.0 — https://github.com/blender/blender-studio-tools — Kitsu shot/task DB link, VSE render review, contact sheet. Use: scriptable shot/task backend; per-page proof/review montage of rendered panels.
Paid ref: Serpens (visual add-on creator, paid). Adjacent: Pallaidium (tin2tin, GPL-3.0, generative-AI VSE studio). Caveats: add_camera_rigs/subtitle_editor/studio-tools carry in-source GPL (no SPDX file) — all GPL, none paid.
Open / CC0 asset libraries (scene dressing)
APIs enable headless auto-population.
- Poly Haven — CC0 — https://polyhaven.com/ · API https://api.polyhaven.com/ (
/assets?type=hdris|textures|models,/files/{id}→direct URLs) — ~980 HDRIs, ~780 PBR textures, ~520 models. Use: best headless lighting/backgrounds; auto-fetch HDRI + props, no attribution. - ambientCG — CC0 — https://ambientcg.com/ · API
/api/v2/full_json?type=Material&include=downloadData— 2800+ PBR materials to 8K + HDRIs. Use: pull "brick wall 4K" etc. and assign to bg geometry programmatically. - Poly Pizza — CC0 + CC-BY (per-model) — https://poly.pizza/ · API v1.1 (free key) — 10k+ low-poly models (GLB). Use: search-by-keyword prop fetch; filter CC0 to avoid attribution.
- Quaternius — CC0 — https://quaternius.com/ (no API; mirror) — thousands stylized low-poly incl rigged/animated characters. Use: CC0 motion-comic actors; pre-download packs to local library.
- Kenney — CC0 — https://kenney.nl/assets?q=3d (no API; mirror) — coherent low-poly kits (city/nature/furniture/vehicles/chars). Use: modular snap-together bg sets; consistent style across panels.
- Chocofur free — CC0 — https://store.chocofur.com/free-3d-models — 100+ realistic furniture .blend. Use: dress indoor panels.
- BlenderKit free — CC0/RF (RF: no standalone redistribution) — https://www.blenderkit.com/ · GPL add-on https://github.com/BlenderKit/BlenderKit — free ~10k models/materials/HDRIs. Use: GPL add-on scriptable from bpy INSIDE headless Blender — tightest programmatic integration; constrain to CC0/free.
- Sketchfab (CC0/CC-BY) — per-model CC — https://sketchfab.com/tags/cc0 · Download API (OAuth,
license=cc0) — huge catalog incl scans. Use: breadth for unusual props; filter CC0. - Smithsonian Open Access 3D — CC0 — https://3d.si.edu/ · REST API (api.data.gov key) — 2000+ CC0 scans (statues/artifacts/spacecraft). Use: hi-fi real-world hero props.
- 3DTextures.me — CC0 (1K free; 4K Patreon) — https://3dtextures.me/ (no API; mirror) — seamless PBR. Use: extra CC0 material variety.
- cgbookcase — CC0 — https://www.cgbookcase.com/textures/ (no API; mirror) — 500+ curated PBR. Use: reliable bg surfacing.
- ShareTextures — CC0 — https://www.sharetextures.com/ (no API; mirror) — 1700+ CC0 textures + some models. Use: redundancy pool.
Programmatic: REST APIs (headless auto-fetch): Poly Haven, ambientCG, Poly Pizza, Sketchfab, Smithsonian. bpy add-on: BlenderKit. No API (pre-mirror): Quaternius, Kenney, Chocofur, 3DTextures, cgbookcase, ShareTextures. Paid ref: BlenderKit Full, Chocofur Pro, Fab/Epic.