Mesh, Rigging & Animation
Blender, Maya, 3ds Max — polygon modeling, sculpting, skeletal rigging, and keyframe animation through the same verb grammar.
Modeling & Sculpting
Primitive, Subdivide, Sculpt
NEW MESH PRIMITIVE "sphere" SET ?head
MESH ?head SUBDIVIDE LEVEL 2 SMOOTH SET ?head
AFTER MESH ?head SCULPT BRUSH "inflate" AT 0,0.5,0 RADIUS 0.3 STRENGTH 0.6
AFTER MESH ?head SCULPT BRUSH "smooth" AT 0,0.3,0.2 RADIUS 0.2 STRENGTH 0.4
Mesh Extrude and Boolean
MESH ?mesh EXTRUDE FACES [?topFaces] DISTANCE 2 SET ?mesh
AFTER MESH ?mesh BOOLEAN SUBTRACT WITH ?cutout SET ?mesh
Rigging & Animation
Skeleton, Skinning, Keyframes
NEW MESH ARMATURE SET ?rig
MESH ?rig BONE "neck" FROM 0,0,-0.3 TO 0,0,0 PARENT "root" SET ?neckBone
AFTER MESH ?head SKIN TO ?rig WEIGHT PAINT AUTO SET ?head
NEW MESH ANIMATION ON ?rig SET ?anim
AFTER MESH ?anim KEYFRAME ?neckBone ROTATION 0,15,0 AT FRAME 0
AFTER MESH ?anim KEYFRAME ?neckBone ROTATION 0,-15,0 AT FRAME 24
AFTER MESH ?anim INTERPOLATE "bezier" BETWEEN FRAME 0 AND 24
Export
A mesh goes back out as a real interchange format, not as OcaltQL text — geometry is bulk binary, so MESH EXPORT mirrors the formats MESH IMPORT already accepts.
Import, Sculpt, Export
MESH IMPORT "/root/character.fbx" SET ?mesh
AFTER MESH ?mesh SUBDIVIDE LEVEL 2 SMOOTH SET ?mesh
AFTER MESH ?mesh EXPORT AS "obj" SET ?path
AFTER MESH ?mesh EXPORT AS "fbx" SET ?path2
AFTER MESH ?mesh EXPORT AS "stl" SET ?path3
AFTER MESH ?mesh EXPORT AS "gltf" SET ?path4
AFTER EMIT ?path