BowerBot
June 19, 2026 Β· View on GitHub
π¦ Meet BowerBot
In the rainforests of Australia and New Guinea lives one of nature's most remarkable architects: the bowerbird.
Instead of relying on appearance, the bowerbird collects, curates, and arranges objects from its environment into a carefully constructed 3D composition. Every object is chosen. Every placement is intentional.
BowerBot brings that same idea to OpenUSD.
BowerBot is an AI agent for OpenUSD, a conversational interface that helps any team using OpenUSD go from an empty scene to a production-ready stage by:
- finding assets from any connected source (Sketchfab, local disk, company DAM, or any custom provider)
- placing them with spatial awareness
- authoring materials inline in ASWF-compliant asset folders
- setting up native USD lighting (sun, dome, point, area, disk, tube)
- validating technical correctness (units, hierarchy, references, bindings)
- packaging the result for any USD-compatible runtime
π― What BowerBot Is (and Is Not)
BowerBot is:
- A USD authoring agent for any OpenUSD pipeline: VFX, AEC, simulation, spatial computing, digital twins, robotics, e-commerce 3D
- A conversational interface for the full authoring surface: assets, lighting, materials, validation, packaging
- A fast way to go from 0 β production-ready scene
- A pipeline assistant that handles technical correctness (units, hierarchy, references, bindings)
- A pipeline guardian that catches asset issues before they reach production
- Extensible by design: new asset sources, DCCs, and domains plug in as skills
BowerBot is NOT:
- A final scene generator
- A replacement for DCC tools like Maya or Omniverse
- A system that produces perfect composition or artistic layouts
Scenes generated by BowerBot are meant to be opened, reviewed, and refined in your DCC.
Think of it as:
"Block out the scene instantly, then refine like a pro."
Pipeline Quality Built In
BowerBot enforces ASWF USD standards at every step, not just placing assets. Fixable mismatches (non-canonical folder names, external dependencies) are auto-normalized on intake so the project copy is always self-contained. Production-required invariants are validated at intake too: assets with non-identity root transforms (Maya pivot dance, unfrozen DCC exports) are refused with a clear message and the option to bake transforms into vertex data on the project copy without touching the source. Unfixable violations (wrong root prim type, missing defaultPrim, incorrect metersPerUnit, circular references, missing dependencies) are caught at assembly time with a clear message about what's wrong and how to fix it.
"The cheapest bug to fix is the one you catch before it enters the pipeline."
β¨ What It Does
Watch BowerBot build real scenes end-to-end on the demo playlist on YouTube. Each video walks through a project across asset discovery, placement, materials, lighting, validation, and packaging.
Open the resulting .usda in Maya, usdview, Omniverse, Isaac Sim, or any USD-compatible tool to refine composition, lighting, materials, or downstream pipeline steps.
Projects are persistent. Close the session, come back later, and continue where you left off.
β¨ Features
- π¦ OpenUSD native: references,
defaultPrim,metersPerUnit,upAxis, all correct out of the box. BowerBot authors a singlescene.usdaas the live working layer;save_scene_snapshot(name)writes a flattened, DCC-stripped<name>.usdaalongside whenever you want to publish a frozen version - π USD variant sets: asset-level (material, geometry/LOD, configuration, attribute) live in the asset's
variants.usda; scene-level (lighting moods, light-type swap, model selection at a placement) live inline inscene.usda. Architectural invariants protect every mutation: auto-promote existing references into a model-selection variant on first add, auto-demote back to a direct ref when the set is removed, cascading orphan-opinion cleanup on prim delete/rename, automatic texture-asset staging for Asset-typed attribute values, and suspect-set detection that flags variants that collapse to a single choice - ποΈ ASWF-compliant asset folders: geometry, materials, and lighting split into a root + layer files, per the USD Working Group guidelines. Heavy
geo.usdacomposes via a payload arc for lazy-load (city-scale digital twins, robot fleets, large layouts open instantly);mtl.usda/lgt.usda/contents.usdause references - π§³ Self-contained intake: non-canonical source folders are detected via USD composition, canonicalized (
root.usdβ<folder>.usda), and external dependencies (textures, sublayers) are localized into the asset folder so the project copy is always portable - π¨ Material binding: apply MaterialX or existing
.usdamaterials to specific mesh parts; procedural materials author hybrid MaterialX + UsdPreviewSurface outputs so they render across studio renderers (Renderman, Arnold), Hydra Storm, Apple RealityKit / AR Quick Look, and Isaac Sim - π‘ Native USD lighting: sun, dome, point, area, disk, and tube lights at scene or asset level, with optional UsdLux
light:linkcollections so a rim light, kicker, or product-shot key only illuminates the prims you target - π§© Automatic unit handling: assets in cm, mm, or inches are scaled correctly at reference time
- π Geometry-aware placement: bounding-box resolved positions for surface, above, below, or nested placements
- π Pluggable skills: connect any asset source (Sketchfab, PolyHaven, company DAM, or build your own)
- π§ Multi-LLM support: OpenAI, Anthropic, and any provider via litellm
- π Project-based workflow: one folder per scene, resumable across sessions
- β
Scene validation:
defaultPrim, units, up-axis, reference resolution, and material binding checks plus USD's modernUsdValidationframework (the same validators behindusdchecker) run automatically on intake and onvalidate_scene - π¦ USDZ packaging: standard USDZ for Omniverse, Isaac Sim, Unreal, Unity, web viewers, and any USD consumer; opt-in Apple AR Quick Look strict-subset pre-validation when shipping to iOS Files / Safari / iMessage / macOS Quick Look / Vision Pro
- ποΈ Onboarding wizard: zero-config setup in 60 seconds
Built on OpenUSD, the ASWF USD Working Group standards, and the Alliance for OpenUSD (AOUSD) core spec driven by Pixar, Apple, NVIDIA, and others.
π Quick Start
Install
There are two paths for end users (pick whichever fits your environment), plus a separate path for contributors who want to modify BowerBot itself.
End users, Option A: uv (recommended)
uv manages Python and isolated tool environments for you, so you do not need to install or pin Python yourself.
uv tool install bowerbot
End users, Option B: pip
If you already maintain a Python 3.12+ environment, plain pip works:
pip install bowerbot
Contributors: developer install
To modify BowerBot itself, clone the repo and let uv manage the dev environment:
git clone https://github.com/binary-core-llc/bowerbot.git
cd bowerbot
uv sync
uv run bowerbot onboard
First-time setup
bowerbot onboard
The wizard first asks how you'll run BowerBot (agent or MCP mode, and in MCP mode which transport, see below), then your asset library directory and projects directory, and (in agent mode) your LLM API key. It writes ~/.bowerbot/config.json. One file, one place, no .env.
Create a project and start building
bowerbot new "Coffee Shop"
bowerbot open coffee_shop
To plug in asset providers like Sketchfab, see Skills below.
π Two ways to run: agent mode and MCP mode
BowerBot is one program with a mode switch. You run it one way or the other, never both. The switch is a single line in ~/.bowerbot/config.json (the onboard wizard sets it):
{ "mode": "agent" } // default. BowerBot uses its own AI. Needs an LLM API key.
{ "mode": "mcp" } // BowerBot has no AI; an MCP client drives it. No API key.
- Agent mode: BowerBot thinks for itself using the LLM key. Good for running standalone or as a product:
bowerbot open coffee_shop. - MCP mode: BowerBot has no brain of its own. An MCP client (Claude Desktop, Cursor, VS Code, Claude Code, ...) is the brain; BowerBot is purely a tool provider. No API key needed.
Agent mode
BowerBot drives itself with its own LLM. Set the model and API key in ~/.bowerbot/config.json:
{
"mode": "agent",
"llm": { "model": "anthropic/claude-sonnet-4-6", "api_key": "sk-..." }
}
Then work in natural language:
bowerbot new "Coffee Shop" # create a project
bowerbot open coffee_shop # open it and start an interactive session
bowerbot build "a reading nook with a chair, lamp, and bookshelf"
MCP mode
In MCP mode BowerBot has no LLM of its own. An MCP client is the brain and BowerBot is the tool provider, exposing its full tool surface (projects, scene building, lighting, materials, physics, variants, validation, packaging) plus every installed skill (Sketchfab, Kit, ...). The client opens or creates projects through the project tools (create_project, open_project, list_projects). No LLM API key is read; skills still use their own config (the Sketchfab token, the Kit base_url) from the same config.json.
MCP mode speaks one of two transports, chosen by mcp.transport:
{ "mcp": { "transport": "stdio" } } // the client launches BowerBot as a subprocess
{ "mcp": { "transport": "http" } } // BowerBot runs as a local server; clients connect by URL
Pick stdio for clients that launch local servers themselves (Claude Desktop). Pick http for clients that connect to a server by URL (Cursor, VS Code, Claude Code, Windsurf, ...). The tool surface is identical either way.
stdio transport
The client spawns BowerBot and talks over stdin/stdout. No port, no server to keep running, no bridge. Set the transport:
{
"mode": "mcp",
"mcp": { "transport": "stdio" }
}
Then point your client's MCP config at the bowerbot command:
{
"mcpServers": {
"bowerbot": { "command": "bowerbot" }
}
}
Use the full path to the executable if bowerbot is not on the client's PATH (e.g. C:/Users/you/Desktop/bowerbot/.venv/Scripts/bowerbot.exe). The client starts and stops the server for you.
http transport
BowerBot runs as a local server your client connects to by URL. Set the transport and, optionally, the host/port/path:
{
"mode": "mcp",
"mcp": { "transport": "http", "host": "127.0.0.1", "port": 8181, "path": "/mcp" }
}
The host/port/path default to 127.0.0.1:8181/mcp. Start the server and leave it running:
bowerbot
It serves at http://<host>:<port><path> (e.g. http://127.0.0.1:8181/mcp). For safety it only accepts requests whose Host/Origin match that local address (DNS-rebinding protection). Connect your client to the URL, most support a local HTTP MCP server natively:
| Client | How to add it |
|---|---|
| Claude Code (CLI) | claude mcp add --transport http bowerbot http://127.0.0.1:8181/mcp |
| Codex (CLI) | codex mcp add bowerbot --url http://127.0.0.1:8181/mcp (or a [mcp_servers.bowerbot] url = "..." entry in ~/.codex/config.toml) |
| Cursor | mcp.json: { "mcpServers": { "bowerbot": { "url": "http://127.0.0.1:8181/mcp" } } } |
| VS Code (Copilot agent) | mcp.json: { "servers": { "bowerbot": { "type": "http", "url": "http://127.0.0.1:8181/mcp" } } } |
| Windsurf | { "mcpServers": { "bowerbot": { "serverUrl": "http://127.0.0.1:8181/mcp" } } } |
| Cline | { "mcpServers": { "bowerbot": { "type": "streamableHttp", "url": "http://127.0.0.1:8181/mcp" } } } |
| Zed | settings.json: { "context_servers": { "bowerbot": { "url": "http://127.0.0.1:8181/mcp" } } } |
Claude Desktop is the exception: its config only spawns stdio servers, so use the stdio transport above, or bridge the HTTP server with npx mcp-remote http://127.0.0.1:8181/mcp.
πΊ Tutorials
New to BowerBot? Watch the tutorial playlist on YouTube for setup walkthroughs, scene building demos, and tips for working with USD pipelines.
π©Ή Troubleshooting
Stuck on something? See docs/TROUBLESHOOTING.md for common issues: working alongside a DCC, skill installation, CLI rendering on Windows, and LLM tool-calling pitfalls.
π οΈ CLI Commands
| Command | Description |
|---|---|
bowerbot new "name" | Create a new project |
bowerbot open name | Open a project and start chatting |
bowerbot list | Show all projects |
bowerbot chat | Auto-detect project in current directory |
bowerbot build "prompt" | Single-shot build (auto-creates project) |
bowerbot skills | List scene builder tools and enabled skills |
bowerbot info | Show current configuration |
bowerbot onboard | First-time setup wizard |
π Projects
Each project is a self-contained folder with metadata, scene, assets, and packaged output in one place:
scenes/coffee_shop/
project.json # Metadata: name, created_at, updated_at, scene_file
scene.usda # The USD stage (references only, clean and readable)
scene.usdz # Packaged output (Apple Vision Pro, Omniverse, etc.)
assets/ # ASWF folders + self-contained USDZs used by this scene
textures/ # Scene-level textures (HDRI maps for DomeLights, etc.)
Projects are resumable. Close the session, come back later, and continue where you left off:
$ bowerbot open coffee_shop
# Project: Coffee Shop
# Scene: scene.usda (5 object(s))
You: Show me the scene structure
BowerBot: Scene has 5 objects...
You: Remove Table_03
BowerBot: Removed /Scene/Furniture/Table_03
π How It Works
BowerBot is conversational: you tell it what you want and it uses the right tools to build your scene. Behind the scenes, it manages asset discovery, USD composition, materials, lighting, and more.
Asset Discovery
BowerBot searches for assets across all connected sources, prioritizing what's already available:
-
Local assets first: BowerBot checks your local asset directory (
assets_dirin config.json) for USD files (.usd,.usda,.usdc,.usdz). This includes anything you've exported from Maya, Houdini, Blender, or any DCC tool, as well as assets previously downloaded from cloud providers. -
Cloud providers if needed: If the asset isn't found locally, BowerBot searches connected providers (any installed skill, e.g. Sketchfab) and downloads the asset to your local directory.
-
All downloads are cached locally: Once an asset is downloaded from any source, it lives in your
assets_dirand is available for all future projects without re-downloading.
Scene Assembly
When you ask BowerBot to place an asset, it routes by what the source looks like and always produces a self-contained ASWF folder in the project:
- Folder with a detectable root (canonical
wall/wall.usda, or non-canonicalwall/root.usd+wall/geo.usd+wall/mtl.usd): the root is identified via USD composition (the file no sibling depends on), the folder is copied into the project, the root is canonicalized to<folder>.usda, sibling references are rewritten, and any externally-referenced textures or layers are localized into the folder so the output is portable. - Loose USD geometry (
.usd,.usda,.usdcfrom your DCC exports): wrapped in a fresh ASWF folder named after the file stem, producing<stem>/<stem>.usda+geo.usda. - USDZ files (from Sketchfab, DAMs, etc.): placed as-is since they're already self-contained.
When an asset can't be safely intaken (missing external dependencies, or a folder with multiple independent USDs and no clear root), BowerBot refuses with a message naming the conflict instead of guessing.
Material Workflow
When you apply materials to an asset, BowerBot writes them into the asset folder's mtl.usda, not the scene file. The scene stays clean with only references:
You: Apply wood material to the table top
BowerBot: [searches local assets for "wood" materials]
[discovers mesh parts: table top, legs, frame]
[writes material definition + binding into assets/table/mtl.usda]
Bound /table/mtl/wood_varnished to table top
The result is a production-ready asset folder:
assets/single_table/
single_table.usda <- root (references geo + mtl)
geo.usda <- geometry (untouched from source)
mtl.usda <- materials inline + bindings
Scene Output
The scene file (scene.usda) contains only references and lights: no material data, no geometry copies, no sublayers. Clean and readable:
def Xform "Scene" (kind = "assembly") {
def Xform "Furniture" {
def Xform "Table_01" {
xformOp:translate = (5, 0, 4)
xformOp:scale = (0.01, 0.01, 0.01)
def Xform "asset" (
references = @assets/single_table/single_table.usda@
) { }
}
}
def Xform "Lighting" {
def DistantLight "Sun_01" { ... }
def DomeLight "Environment_01" { ... }
}
}
Open it in Maya, usdview, Omniverse, Isaac Sim, or any USD-compatible tool to refine.
Batch Placement (layout files)
place_layout places many assets in one call. Small or parametric
layouts are passed inline; bulk layouts (a scene extracted by a script,
or a DCC export) are passed as a layout file, a JSON contract any
exporter can target:
{
"version": 1,
"placements": [
{ "asset": "SM_floor02/SM_floor02.usda", "group": "Building/Floor",
"pattern": { "type": "grid", "origin": [0, 0, 0],
"count": [6, 5], "spacing": [6, 6] } },
{ "asset": "forklift/forklift.usda", "group": "Props",
"transforms": [ { "translate": [4.2, 0, 1.5], "rotate": [0, 90, 0] } ] }
]
}
versionis required; this BowerBot reads version1.- Each entry names one
asset(the asset's root file) and onegroup, plus either an enumeratedtransformslist or a parametricpattern(grid:origin,count[nx, ny]/[nx, ny, nz],spacing;linear:origin, integercount,spacingdirection step). Optional per-entryname,rotate, andscale(a uniform number or[sx, sy, sz]) act as defaults for placements that do not set their own. - Relative asset paths resolve in order: layout-file dir β project dir β library dir. There is no working-directory fallback.
- Translates are in scene units, and pattern axes map to world
[x, y, z](not up-axis aware β the example above is for a Z-up scene). Each asset is conformed (units + up-axis) on reference, same asplace_asset. - A layout expands to at most 100,000 placements per call.
- The whole file is validated before anything is placed; every invalid
entry and unresolvable asset is reported at once with entry indices.
To lint a file without placing anything, call
place_layoutwithvalidate_only=trueβ it checks shape and asset resolution against the live rules. The normative contract is the pydantic models insrc/bowerbot/schemas/layout.py.
π Skills
Skills extend BowerBot with external asset providers, DCC connectors, and simulation runtimes. Each skill is a separate Python package, discovered at runtime through Python entry points (bowerbot.skills). The skill SDK lives in bowerbot.skills; skills themselves ship and version on their own. See Installing a skill below for the walkthrough.
Scene Builder Tools
BowerBot's core tools, grouped by domain. Every tool maps 1:1 to a
service function and is described in the LLM prompts under
src/bowerbot/prompts/.
Projects
| Tool | Description |
|---|---|
create_project | Create a new project and focus it |
open_project | Focus an existing project (resume or switch) |
list_projects | List every project, flagging the focused one |
get_current_project | Report the focused project, path, and object count |
Stage & scene
| Tool | Description |
|---|---|
create_stage | Initialize a new USD scene with standard hierarchy |
list_scene | Show current scene with positions and bounding boxes |
list_prim_children | Discover mesh parts inside a referenced asset |
list_prim_attributes | Enumerate every attribute on a prim with type, value, authored flag |
set_prim_attribute | Author or clear an attribute opinion (per-instance overrides; value=null clears) |
move_asset | Reposition an existing object without creating duplicates |
rename_prim | Move/rename objects in the hierarchy (cascades into variant bodies) |
remove_prim | Delete objects from the scene (cascades orphan-opinion cleanup) |
compute_grid_layout | Calculate evenly spaced positions |
save_scene_snapshot / list_scene_snapshots / delete_scene_snapshot | Flatten the live scene.usda into a frozen <name>.usda snapshot you can publish |
Assets
| Tool | Description |
|---|---|
place_asset | Add an asset (auto-creates ASWF folder for loose geometry) |
place_layout | Batch placement: many assets/transforms in one call, inline or from a layout JSON file |
place_asset_inside | Nest an asset inside an ASWF container's contents.usda |
list_project_assets | Show asset folders with scene usage status |
delete_project_asset | Remove an asset folder (scans variant bodies in every layer first) |
delete_project_texture | Remove a texture file (checks references first) |
cleanup_unused_contents | Prune nested asset wrappers whose target folder no longer exists |
freeze_asset | Bake non-identity root transforms (Maya/Houdini unfrozen exports) into vertex data |
Library
| Tool | Description |
|---|---|
search_assets | Find USD assets in the user's library by keyword (geo, mtl, package) |
list_assets | List every USD asset in the user's library, classified by category |
search_textures | Find HDRIs and material maps in the asset library by keyword |
list_textures | List every HDRI and material map in the asset library |
Lighting
| Tool | Description |
|---|---|
list_light_type_properties | Live UsdLux schema view for a light type (call before create_light to discover supported inputs:*) |
create_light | Add a native USD light (sun, dome, point, area, disk, tube) at scene or asset level |
update_light | Modify an existing light's xform / HDRI texture |
remove_light | Delete a light from the scene or asset |
Cameras
| Tool | Description |
|---|---|
list_camera_properties | Live UsdGeom schema view of the Camera attributes (call before create_camera) |
create_camera | Add a scene camera, aimed via a look_at point or explicit rotation |
update_camera | Reposition or re-aim an existing camera |
remove_camera | Delete a camera from the scene |
Materials
| Tool | Description |
|---|---|
create_material | Author a procedural MaterialX material and bind it to a prim |
bind_material | Apply a material to a specific mesh part (writes into asset mtl.usda) |
remove_material | Clear material binding from a prim |
list_materials | Show all materials and their bindings |
cleanup_unused_materials | Prune material definitions no prim binds to |
Physics
| Tool | Description |
|---|---|
list_physics_api_properties | Live UsdPhysics schema view for an applied API (call before apply_physics_api) |
apply_physics_api | Apply a UsdPhysics API (RigidBody, Mass, Collision, MeshCollision, ArticulationRoot) to a prim |
remove_physics_api | Remove a UsdPhysics API and any dependent APIs |
setup_physics_scene | Create /Scene/Physics and a UsdPhysics.Scene with gravity |
get_physics_summary | Return asset-side + scene-side physics opinions for a prim |
list_joint_properties | Schema view for a UsdPhysics typed joint |
create_joint / remove_joint / list_joints | Author / remove / list typed joints (Revolute, Prismatic, Spherical, Fixed, Distance) at scene or asset scope |
create_or_update_collision_group / remove_collision_group / list_collision_groups | Manage UsdPhysicsCollisionGroup membership and filter relationships |
Variants
Asset-level variants live in <asset>/variants.usda; scene-level
variants live inline in scene.usda on a carrier prim. Tool names
carry an asset_ or scene_ prefix so the LLM never has to guess.
| Tool | Description |
|---|---|
add_asset_material_variant | Bind a different material set per variant |
add_asset_geometry_variant / setup_asset_geometry_variants / list_asset_geo_files | Swap geometry / LOD payloads per variant |
add_asset_attribute_variant | Override any prim attribute per variant (stages texture assets automatically) |
add_asset_configuration_variant | Activate / deactivate prims per variant |
add_scene_lighting_attribute_variant / add_scene_lighting_selection_variant | Lighting mood swaps + light-type swaps on /Scene/Lighting |
add_scene_model_selection_variant | Swap which asset reference loads at a placement (auto-promotes the existing ref into a variant body on first call) |
select_asset_variant / select_asset_variant_for_instance / select_scene_variant | Choose the active variant |
remove_asset_variant / remove_asset_variant_set / remove_scene_variant / remove_scene_variant_set | Delete a variant or whole set (cascades orphan cleanup, surfaces suspect sets) |
list_variants | Show every variant set with carrier path, selections, and authoring layer |
Validation & packaging
| Tool | Description |
|---|---|
validate_scene | Check for USD errors (USD's UsdValidation framework + BowerBot's invariants) |
package_scene | Bundle as .usdz (with optional Apple AR Quick Look strict-subset pre-validation) |
Extension Skills
First-party skills
Maintained by Binary Core LLC alongside the BowerBot core.
| Skill | Install | What it does |
|---|---|---|
| bowerbot-skill-sketchfab | pip install bowerbot-skill-sketchfab | Searches and downloads models from your own Sketchfab account in USDZ format. |
Community skills
Built by external contributors, published to PyPI under each author's namespace, and listed here for discoverability. To add yours, open a PR on this README adding a row to the table below. The skill must be open source, installable via pip from public PyPI, and follow the contract in CONTRIBUTING.md.
| Skill | Author | Install | What it does |
|---|---|---|---|
| be the first |
When this list grows large enough to warrant tooling, it becomes the BowerHub skill registry.
Installing a skill
Three steps. Sketchfab as the worked example.
1. Install the skill alongside BowerBot. With uv, add it to the same tool environment:
uv tool install bowerbot --with bowerbot-skill-sketchfab
To add more skills later, rerun with every --with you want and --reinstall:
uv tool install bowerbot --with bowerbot-skill-sketchfab --with bowerbot-skill-polyhaven --reinstall
If you used plain pip to install BowerBot, install the skill in the same Python environment:
pip install bowerbot-skill-sketchfab
2. Get any credentials the skill needs. Sketchfab requires an API token from https://sketchfab.com/settings/password. Each skill's README documents what credentials (if any) it needs.
3. Add the skill's config block to ~/.bowerbot/config.json:
"skills": {
"sketchfab": {
"enabled": true,
"config": { "token": "your-sketchfab-token" }
}
}
That's it. BowerBot auto-discovers the skill via Python entry points the next time you run it. The exact shape of config is per-skill; consult the skill's README.
Verifying a skill is installed
Three commands, in increasing depth. All work on Windows, macOS, and Linux.
1. Ask BowerBot what it sees:
bowerbot skills
Lists the core scene-builder tools plus every extension skill the registry has loaded successfully. If your skill shows under "Extension skills" with its tools, you are done.
2. If it does not appear, check the package is installed:
pip show bowerbot-skill-sketchfab
If the package is installed, this prints its name, version, and location. If not, it prints Package(s) not found and exits non-zero. Install it (see Installing a skill above). Replace bowerbot-skill-sketchfab with whichever skill you are checking.
3. If the package is installed but BowerBot still does not see it, inspect the entry-point registration directly:
python -c "from importlib.metadata import entry_points; print('\n'.join(f'{ep.name} -> {ep.value}' for ep in entry_points(group='bowerbot.skills')))"
If your skill does not appear in this output despite being pip-installed, the skill's pyproject.toml is missing or broken. File an issue on the skill's repo. If the skill does appear here but bowerbot skills still does not show it, the gap is in your ~/.bowerbot/config.json: the skill's block is missing, enabled: false, or the credentials fail validate_config().
Private and in-house skills
Skills do not have to be public. Install from a private PyPI index, a git URL, or a local path:
# Private PyPI
pip install bowerbot-skill-acme --index-url https://pypi.acme.internal/
# Direct git URL (any host)
pip install git+ssh://git@github.com/acme/bowerbot-skill-acme.git
# Local path during development
pip install -e /path/to/skill
Entry-point discovery works the same in all three cases.
Trust
A skill's SKILL.md is injected into the LLM's system prompt, and its tools run with the same access as core tools. Only install skills you trust. Open-source skills are auditable; closed-source skills should come from a vendor you have a relationship with. The first-party table above is the only set Binary Core has audited end-to-end.
βοΈ Configuration
All settings live in one file: ~/.bowerbot/config.json. BowerBot runs in one mode at a time:
- agent mode uses the
llmblock - MCP mode uses the
mcpblock
The skills, assets_dir, and projects_dir keys apply to both modes. The skills block configures any skill packages you've installed (the example shows bowerbot-skill-sketchfab, see Skills); a fresh install starts with "skills": {}. A scene's up-axis and units are not set here, you choose them per project at creation (see MCP mode and bowerbot new).
Agent mode (BowerBot uses its own LLM):
{
"mode": "agent",
"llm": {
"model": "anthropic/claude-sonnet-4-6",
"api_key": "sk-...",
"temperature": 0.1,
"max_tokens": 4096,
"context_window": null,
"summarization_threshold": 0.75,
"num_retries": 3,
"request_timeout": 120.0,
"max_tool_rounds": 25
},
"skills": {
"sketchfab": {
"enabled": true,
"config": { "token": "your-sketchfab-token" }
}
},
"assets_dir": "./assets",
"projects_dir": "./scenes"
}
MCP mode (an MCP client drives BowerBot, no LLM key):
{
"mode": "mcp",
"mcp": {
"transport": "stdio"
},
"skills": {
"sketchfab": {
"enabled": true,
"config": { "token": "your-sketchfab-token" }
}
},
"assets_dir": "./assets",
"projects_dir": "./scenes"
}
For the http transport, use "mcp": { "transport": "http", "host": "127.0.0.1", "port": 8181, "path": "/mcp" } (see MCP mode).
Switch models by changing one line:
{ "model": "anthropic/claude-opus-4-7" }
{ "model": "anthropic/claude-sonnet-4-6" }
{ "model": "gpt-5" }
{ "model": "deepseek/deepseek-chat" }
Tested Models
BowerBot leans hard on tool calling, multi-step orchestration, and the SKILL.md instructions injected into the system prompt. The model table below ranks models by how well they hold up under that load.
| Model | Tool Calling | Instruction Following | Recommended |
|---|---|---|---|
anthropic/claude-opus-4-7 | Excellent | Excellent | Yes (best overall) |
anthropic/claude-sonnet-4-6 | Excellent | Excellent | Yes (default β best value) |
anthropic/claude-haiku-4-5-20251001 | Good | Good | Yes (budget / fast) |
gpt-5 | Excellent | Excellent | Yes |
gpt-5-mini | Good | Good | Yes (budget) |
gpt-4.1 | Good | Good | Works (legacy β newer models give a better experience) |
gpt-4.1-mini | Fair | Fair | Works (legacy budget) |
gpt-4o | Poor | Poor | No (skips tool calls, ignores SKILL.md) |
Claude Opus 4.7 and Sonnet 4.6 give the most reliable experience today, especially on long sessions (physics + variants + materials in the same project) where consistent multi-round tool calling matters most. GPT-4.1 still works for simple flows but is no longer the recommended default β pick a current-generation model when you can.
Token Management
BowerBot automatically manages conversation context to stay within model limits. Two settings control this:
| Setting | Default | Description |
|---|---|---|
context_window | null | Context window size in tokens. null = auto-detect from the model. |
summarization_threshold | 0.75 | Fraction of context budget that triggers history summarization. |
Additional tuning options (usually don't need changing):
| Setting | Default | Description |
|---|---|---|
tool_result_age_threshold | 2 | User turns before old tool results are compressed. |
min_keep_recent | 6 | Minimum recent messages always kept verbatim. |
summary_max_tokens | 512 | Max tokens for the summarization LLM call. |
Tool-Calling Loop
BowerBot runs a loop where the LLM requests tool calls, BowerBot executes them, and the results are fed back. Complex requests (e.g. binding materials to many mesh parts at once) can require many rounds.
| Setting | Default | Description |
|---|---|---|
max_tool_rounds | 25 | Maximum LLM β tool exchange rounds per request. Increase if BowerBot stops with "Reached maximum tool-calling rounds" on legitimate workflows. |
Error Recovery
BowerBot automatically handles transient API errors:
| Setting | Default | Description |
|---|---|---|
num_retries | 3 | Retries for rate limits and transient errors (429, 500, 503). |
request_timeout | 120.0 | Seconds before a request times out. |
- Rate limits and transient errors are retried automatically with exponential backoff.
- Validation errors are fed back to the LLM so it can auto-fix issues and re-validate.
- Permanent errors (bad API key, unknown model) show a clear message without crashing.
ποΈ Architecture
BowerBot is organized FastAPI-style:
- schemas/ describe data (pydantic models + enums)
- utils/ are pure-function primitives (no
SceneState, no orchestration) - services/ are state-aware orchestrators, one function per tool, signature
(state, params), calls utils and other services freely, raises on errors - tools/ are the LLM-facing surface, thin adapters that guard preconditions, call ONE service, wrap the result in
ToolResult
Adding a feature is the same three-file change every time: schema, service, tool.
src/bowerbot/
agent.py # Agent mode: the LLM tool-calling loop and prompt assembly
mcp_server.py # MCP mode: serves the tool surface to an MCP client over stdio or HTTP
tool_router.py # Shared router over core tools + skills (used by both modes)
cli.py # Click CLI; dispatches to agent runtime or MCP server by mode
config.py # Settings (incl. mode: agent|mcp) from ~/.bowerbot/config.json
project.py # Project lifecycle (create / load / resume)
state.py # SceneState: the context threaded through every tool handler
dispatcher.py # Aggregates core tool defs + routes core tool calls to handlers
token_manager.py # Conversation compression and summarization (agent mode)
prompts/ # LLM instructions as markdown (editable without code changes)
core.md
projects.md
scene_building.md
assets.md
library.md
lights.md
cameras.md
materials.md
physics.md
textures.md
variants.md
schemas/ # Pydantic models and enums, grouped by domain
assets.py # Asset formats, categories, ASWF layer names, metadata
cameras.py # CameraParams, CameraPropertySpec, CameraSchemaInfo
intake.py # DetectionOutcome, FolderDetection, IntakeReport
layout.py # LayoutEntry, GridPattern/LinearPattern, LayoutTransform
lights.py # LightType, LightParams, LightPropertySpec, LightTypeSchemaInfo
materials.py # MaterialXShaders, ProceduralMaterialParams
physics.py # PhysicsApiName, PhysicsJointType, PhysicsPropertySpec,
# PhysicsApiSchemaInfo, joint/collision-group summaries
scene.py # SceneNamespace (canonical /Scene/* layout)
textures.py # HDRI / image / texture-category enums
transforms.py # TransformParams, PositionMode, SceneObject
validation.py # Severity, ValidationIssue, ValidationResult
variants.py # VariantCategory, AddVariant params, VariantsSummary
services/ # State-aware orchestrators. One same-named function per tool.
project_service.py # create_project, open_project, list_projects,
# get_current_project (focus the bound project)
stage_service.py # create_stage, list_scene, rename/remove_prim, move_asset,
# set/list_prim_attribute(s), snapshot lifecycle, ...
asset_service.py # place_asset, place_asset_inside, list/delete_project_*,
# cleanup_unused_contents, freeze_asset
library_service.py # list_assets, search_assets
light_service.py # list_light_type_properties, create/update/remove_light
camera_service.py # list_camera_properties, create/update/remove_camera
material_service.py # create/bind/remove_material, list_materials,
# cleanup_unused_materials
physics_service.py # list_physics_api_properties, apply/remove_physics_api,
# setup_physics_scene, get_physics_summary, joints (3),
# collision groups (3)
texture_service.py # list_textures, search_textures
validation_service.py # validate_scene, package_scene
variant_service.py # add_asset_(material|geometry|attribute|configuration)_variant,
# add_scene_(lighting_attribute|lighting_selection|model_selection)_variant,
# list_variants, select/remove_asset_variant(_set|_for_instance),
# select/remove_scene_variant(_set)
tools/ # LLM-facing API layer (tool defs + thin handlers).
# Every public function mirrors a service function 1:1.
_helpers.py # Precondition guards (require_stage / project / library /
# projects_dir)
project_tools.py # create_project, open_project, list_projects,
# get_current_project
stage_tools.py # create_stage, list_scene, rename/remove_prim, move_asset,
# set/list_prim_attribute(s), snapshot lifecycle, ...
asset_tools.py # place_asset(_inside), list/delete_project_*,
# cleanup_unused_contents, freeze_asset
library_tools.py # search_assets, list_assets
light_tools.py # list_light_type_properties, create/update/remove_light
camera_tools.py # list_camera_properties, create/update/remove_camera
material_tools.py # create/bind/remove_material, list_materials,
# cleanup_unused_materials
physics_tools.py # physics APIs (3), physics scene + summary (2),
# joints (4), collision groups (3)
texture_tools.py # search_textures, list_textures
validation_tools.py # validate_scene, package_scene
variant_tools.py # variant authoring + selection (asset + scene-instance)
skills/ # Skill SDK. The contract every skill implements.
# Skills themselves ship as separate pip packages.
base.py # Skill, SkillContext, SkillConfigError,
# SkillCategory, Tool, ToolResult
registry.py # Entry-point discovery and tool routing
utils/ # Pure-function primitives. One domain per file.
stage_utils.py # USD-stage primitives: open/save, references,
# xform-op edits, namespace edits, set/list_prim_attribute
inspection_utils.py # Cross-domain list_prims dispatcher (lights, cameras,
# physics, placements, geometry)
asset_intake_utils.py # intake_folder, intake_usdz, create_asset_folder, ASWF
asset_folder_utils.py # ASWF folder primitives (detect root, layer scopes,
# resolve_asset_dir_for_prim)
library_utils.py # scan_library, find_package_for
light_utils.py # All light authoring: create/update/remove,
# list_light_type_properties, lgt.usda lifecycle,
# HDRI staging
camera_utils.py # Camera authoring: create/update/remove, look_at
# aiming, list_camera_properties
material_utils.py # material_in_folder primitives, find_first_material
texture_utils.py # find_textures, copy_texture_to_project,
# find_texture_references
physics_utils.py # All physics authoring: APIs, joints, collision groups,
# phy.usda lifecycle, masking-policy enforcement
physics_typing_utils.py # is_joint / is_physics_scene / is_collision_group / ...
scene_integrity_utils.py # Generic dangling-rel/target scrubbers
validation_utils.py # validate_stage, package_to_usdz, validate_asset_variants
variant_utils.py # variants.usda lifecycle, author_in_variant keystone,
# apply_variant, set/clear_default, removal + cleanup
geometry_utils.py # Bounds, unit conversion, layout math
layout_utils.py # place_layout expansion: grid/linear patterns,
# asset resolution
dependency_utils.py # USD dependency tree walker
naming_utils.py # Name sanitization for files, prims, projects
usd_schema_utils.py # Shared UsdSchemaRegistry introspection helpers
# (used by both physics_utils and light_utils)
Design principles
- Tool β service β prompt 1:1:1: every public tool function has a same-named public service function and is described in some
prompts/*.mdfile. A test intests/test_tool_service_prompt_invariant.pyfails the build if this ever drifts. - Functions only in tools / services / utils: classes live in
schemas/(pydantic models, enums) and a small set of state objects (SceneState,Project). - Tools are thin: guard preconditions, call ONE service, wrap in
ToolResult. No business logic, no util calls, no cross-service routing. - Services own orchestration: take
(state, params), do the cross-service and multi-util work, mutate state, raise on errors. - Utils are pure primitives: no
SceneState, no other services. Composable building blocks. - State lives in one place:
SceneStateholds the open stage, the project binding, the asset library path, and the object counter; tool handlers thread it into service calls. - All
pxris inservices/andutils/: the rest of the codebase never importspxrdirectly. - Prompts are content: editable
.mdfiles, not Python constants. - Skills are external integrations: new asset providers ship as Python packages discovered via entry points.
- One config file:
~/.bowerbot/config.json, no.env.
π USD Compliance
Every scene follows OpenUSD best practices and the ASWF asset structure guidelines:
Scene level
metersPerUnit = 1.0,upAxis = "Y",defaultPrimalways set- Standard hierarchy:
/Scene/Architecture,/Scene/Furniture,/Scene/Products,/Scene/Lighting,/Scene/Cameras,/Scene/Props,/Scene/Physics - References only: no inline geometry, no scattered material sublayers
- Wrapper-prim pattern isolates scene-level transforms from asset-internal ones, so DCC export transforms (Maya pivots, rotations) stay untouched
- Pre-packaging validator checks
defaultPrim, units, up-axis, reference resolution, and material bindings
Asset level
- References (not sublayers) per ASWF guidelines, for predictable opinion strength
- Materials inline in
mtl.usda, lights inline inlgt.usda, nested references incontents.usda - Automatic
metersPerUnitconversion across composition boundaries - Identity root transforms enforced on intake: pivot dances, baked rotations, and other unfrozen DCC export ops are rejected (or baked into vertex data with explicit user consent), so nested placements compose predictably
- Nested placements mirror the scene-level wrapper convention (a wrapper
Xformholds the per-instance transform, an inner/assetchild holds the reference arc), andmove_asset/remove_primon a nested path route writes tocontents.usdainstead of authoring per-instance overrides at scene level - Asset roots carry the canonical ASWF identity:
kind = "component"for terminal assets and anassetInfodictionary (identifier,name,version) so DCC outliners, asset browsers, and pipeline asset-management systems recognise BowerBot output as production-grade
Variant sets
Two layers of authority. The naming convention makes routing explicit.
- Asset-level variants live in
<asset>/variants.usda, referenced (not sublayered) into the asset root. Four orchestrators: material bindings, geometry/LOD payloads, configuration activations, and attribute overrides. The asset's "ship default" lives on the root prim in<asset>.usda, never insidevariants.usda. - Scene-level variants live inline in
scene.usdaon a carrier prim. Three orchestrators: lighting attribute swaps and lighting selection on/Scene/Lighting, plus model selection on the placement wrapper. Lighting selection swaps which UsdLux is active across pre-placed siblings (DiskLight vs RectLight). Model selection swaps which asset reference loads at a placement (chair vs stool). - Tool names carry an explicit
asset_orscene_prefix so the LLM never has to guess which layer of authority a call writes to. - Foundation:
utils/variant_utils.author_in_variant(stage, prim_path, set, name, author_fn)runs any caller function inside the variant's edit context. Asset and scene orchestrators are thin wrappers. Adding a new variant category is a pure addition, never a util change. - Per-instance overrides: any placement can author
variants = { "set" = "value" }inline inscene.usdato pick a different variant from the asset's default. - Validation runs on
validate_scenebefore packaging (referenced not sublayered, default selection present, no orphan reference, naming).
Architectural invariants (apply at every prim mutation):
- Orphan opinion cleanup cascade. When a prim is removed, every variant body spec authored at the same path is dropped. Empty intermediate
overspecs are pruned. Empty variant bodies remove viaSdf.VariantSetSpec.RemoveVariant. Empty variant sets drop along with theirvariantSetNamesandvariantSelectionsmetadata. Whenvariants.usdabecomes empty, the file is auto-deleted and the root reference scrubbed. - Rename invariant. Renaming a prim follows the rename through every variant body opinion, preserving authored values.
- Asset-staging for
Sdf.ValueTypeNames.Assetattributes. Variant bodies that author texture or HDRI paths automatically stage the source file into<project>/textures/and write the project-relative path. Refuses if the source cannot be resolved (no silent broken paths). - Suspect-set detection. After a removal, variant sets that have collapsed to a single model-selection variant (or 2+ variants converging on one prim with active-only opinions) are flagged via
suspect_variant_setson the result. BowerBot surfaces the suspect to the user and asks before deleting the set. - Model-selection symmetry.
add_scene_model_selection_variant's first call auto-promotes the placement's existing direct reference into a variant body (named after the source asset folder). Removing the entire set auto-demotes the active variant's reference back to a direct reference on/asset. No data loss, no dead-slot placements. - Layer-level reference scanning.
delete_project_asset's safety check scans variant bodies in any layer, not just the composed stage view. An asset referenced only by a non-active variant body still blocks deletion.
Removal scope
- Removal operations are scoped to one carrier. Removing a variant set from one asset never affects other assets, even when they reference each other.
- When multiple assets are in scope, BowerBot asks which asset before calling the removal tool. It never guesses.
- Variants composed in via referenced assets stay visible after removal because they are authored elsewhere. Navigate to that asset and remove them there.
πΊοΈ Roadmap
What's next for BowerBot. Contributions welcome:
- More scene-level variant categories: layout variants (atomic furniture arrangement swap on a group prim) and camera variants (active camera + render settings) on the
/Scene/Camerasgroup. Infrastructure is in place viaapply_scene_variant; the orchestrators are pure additions when use cases land - Animation variants (asset-level): each variant body references a different animation clip (idle, walk, etc.), production-canonical for articulated state cycling
- More asset providers: Fab, PolyHaven, Objaverse, CGTrader skills
- Web UI: chat panel + live 3D viewport
- BowerHub: community skill registry
π€ Contributing
BowerBot is open source and welcomes contributions. The best way to start is writing a new skill for an asset provider, DCC, or simulation runtime you use. Skills ship as separate pip packages discovered through the bowerbot.skills entry-point group.
Read CONTRIBUTING.md for the skill contract, the required FastAPI internal layout, and a worked pyproject.toml example for a stand-alone skill package.
For a complete reference, see bowerbot-skill-sketchfab: a real first-party skill on PyPI, with the production layout, entry-point registration, validation, and release pipeline you can mirror for your own.
π Sponsors
BowerBot is open source and built by a small team at Binary Core LLC. Sponsorship funds new asset providers (PolyHaven, Fab, CGTrader), USD compliance work, scene templates, documentation, and community support.
Become a sponsor on GitHub. Three monthly tiers (Egg, Nest, Bower) plus one-time options.
Backers
Be the first.
π License
Copyright 2026 Binary Core LLC
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Built with π¦ by Binary Core LLC
"The bowerbird doesn't have the flashiest feathers. It just builds the most compelling world."