Teach your model to create in Blender.
Animations that feel alive. Whole scenes worthy of a feature film. And the hands to work in Blender like an artist. Harpoon's Blender professionals test your model, correct it and train it until it's a tool studios can rely on.
See the kind of tasks we test- 1Linear keys: the ball moves at the same speed at the top and at the bottom.
- 2It never touches the floor. It turns around 6 cm above it.
- 3It stays perfectly round when it lands. No squash, no weight.
- 4Every bounce is as high as the first. It never loses energy.
Ask a model to animate a bouncing ball and it writes the script in seconds. Press play, and the ball floats above the floor, moves like it's on a string and never loses height. The code runs. Only an animator can tell you it doesn't feel alive.
Not just code that runs. Work an artist would sign.
Animation
Characters and objects that move with weight and timing. Bounces, walk cycles, a hand that waves, a camera that follows the action.
- Keyframes and curves
- Rigs that bend right
- Timing at 24 fps
Whole scenes
Sets, props, characters, light and camera brought together into one shot, at the level of feature animation, not a demo.
- Layout and staging
- Materials and light
- Final render
Blender itself
Agents that work in Blender the way an artist does: the right mode, the right object, the right menu, a file left clean for the next person.
- Modes and selection
- Menus and shortcuts
- Clean, organized files
Good enough for a real production.
Professionals will only use AI in Blender if its work fits their pipeline. So we don't grade it against a demo. We grade it against what a studio would accept.
- Rigs animators can use
- Controls, not raw bones. Clean weights, limits that make sense, a rig that holds up for a whole shot.
- Files a studio can open
- Named objects, organized collections, applied scale, no junk left behind. Ready for the next artist.
- Motion with intent
- Timing, spacing, weight and overlap. The principles every animator learns, not just keys that move.
- Shots that hold up on screen
- Light, materials and camera that work together, rendered at full resolution without artifacts.
From the first cube to the final frame.
A finished shot takes every part of Blender. Each task goes to an artist who does that work for a living.
Three ways we make your model better at Blender.
Expert evaluation
Your model animates a shot, builds a scene or drives Blender as an agent. We run it in Blender, then a professional scores it, compares it, marks every problem and fixes what matters.
- Scores with written reasons
- Preference pairs (A or B, and why)
- Located defects and corrected files
Blender tasks and environments
Real work, written by people who do it: from a single prop to a full animated shot. Each task comes with an ideal solution and a check that runs in Blender and scores the result.
- Tasks from one object to a whole shot
- Automatic checks for reinforcement learning
- Private test sets your model has never seen
Training data
Recorded sessions of artists building scenes and animating shots in Blender, with every action and the reason behind it, and clean, annotated .blend files your model can learn from.
- Artist sessions: screen, actions, reasoning
- Annotated scenes, rigs and animations
- Before and after files for every fix
Every output is run in a real copy of Blender before anyone looks at it. How it works for labs
Blender checks first. Then an expert.
- 01
Run in Blender
Every script, file or agent session runs in a clean copy of Blender. We measure what it really built, in seconds.
- 02
Expert review
A Blender professional looks at what a program can't judge, scores it and says why.
- 03
Fix and deliver
The outputs that matter are corrected. You get scores, comparisons and clean files.
Every expert passes a practical test in Blender before they start and is scored on hidden test questions while they work.
Prompt: “Animate a rubber ball that bounces three times in two seconds, each bounce lower, then comes to rest.”
for f, z in keys:
ball.location.z = z + 0.06
ball.keyframe_insert(
"location", frame=f)for f, z, sq in keys:
ball.location.z = z
ball.scale.z = sq
key_bezier(ball, f)| Criterion | A | B |
|---|---|---|
| Script runs | ||
| Matches the request | ||
| Reads as real motion |
Every review becomes training data.
An expert doesn't just say “bad”. Each review is a structured record your team can train on directly.
- Scores on a rubric
- Each output is rated on what matters in Blender: does it run, does it match the request, does it look and move right.
- Defects, located
- Every problem gets a type, the exact object or line of code, and how to fix it.
- Preferences with reasons
- Which of two outputs is better, and a written reason a model can learn from.
- Corrected files
- The expert's fixed script or .blend, so you have the before and the after.
- Run records
- Blender version, time to run, errors and what the scene contains after the run.
{task: "0412",area: "animation",output: "bounce_A.py",run: { blender: "5.2 LTS", ok: true, seconds: 2.1 },scores: { runs: 5, matches_request: 2, motion: 1 },defects: [{ type: "no_contact", where: "ball, 6 cm above floor", line: 2 },{ type: "linear_timing", where: "all keyframes", line: 3 },{ type: "no_energy_loss", where: "bounces 2 and 3" }],preferred: "B",reason: "A floats and never slows: no weight.",fixed_file: "bounce_A_fixed.blend",reviewer: { skill: "animation", test_accuracy: 0.96 },}
Example record from the review above. Delivered as JSON, with the fixed files.
Real Blender work, graded by Blender.
Three levels: core skills, hard problems, then whole animated shots. The model's answer runs in Blender and a check scores what it built, so results can't be faked by code that only looks right. For shots, an animator scores the rest.
Put your model on the benchStart with a small pilot.
Send us a batch of shots, scenes or scripts your model made in Blender. You get back scores, expert reviews and fixes, and you decide if it's worth going further.
Book a pilotGet paid to teach AI Blender.
Animators, modelers, riggers, lighting and technical artists. Remote, on your own hours, paid by the hour.
Apply as an expertMake AI a true Blender artist: a tool professionals rely on, and the way anyone can make animations and whole worlds at the level of the best studios.
The Blender benchmark everyone cites
A public, expert-built measure of how well AI models create in Blender, from one prop to a whole shot.
The first source of Blender training data
Evaluations, tasks and artist sessions that AI labs trust and train on.
The largest network of Blender artists
Modelers, riggers, animators, lighting and technical artists, tested, scored and well paid.
- Now
Blender, skill by skill
- Expert evaluation of Blender scripts and assets
- Blender tasks with automatic checks
- The Harpoon Blender Bench, from core to hard
- Next
Animation and whole scenes
- Animated shots scored by professional animators
- Full scenes, from layout to final render
- Recorded artist sessions for computer-use agents
- Later
From a story to a finished short
- AI that takes a script to an animated short film in Blender
- A tool studios use every day, shot by shot, beside their artists
- Anyone able to make what only studios can make today