Install
$ agentstack add skill-max-786-claude-3d-harness-blender-skill-harmonizer ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Blender Skill Harmonizer
This is the meta-layer for the Blender skill stack. It prevents independently useful skills from producing incoherent work when combined.
Use a Merge → Consistency → Optimize → Store cycle:
- Merge: list all triggered skills and their intended outputs.
- Consistency: detect conflicts in assumptions, coordinate systems, source hierarchy, object naming, or validation gates.
- Optimize: choose one orchestrator, one source-of-truth policy, and a staged/parallel execution plan.
- Store: write the chosen plan and durable lessons into
BUILD_NOTES.mdin the job folder.
Skill category map
- Top-level orchestrators:
text-to-blender,quality-refinement-autoloop,mascot-logo-reconstruction. - General production:
blender-pro-workflow,blender-modeling,blender-materials,blender-lighting,blender-cameras,blender-rendering,blender-animation,blender-export. - Reference reconstruction:
reference-to-3d,wireframe-to-3d,reference-analysis-validator,source-part-segmentation,orthographic-registration,multiview-constraint-solver,contour-to-mesh,texture-driven-mesh-fitting,landmark-fit-repair,multiview-fit-loop,fit-repair-optimizer. - Texture/UV:
blender-uv-texturing,atlas-uv-fitting,closed-surface-uv-coverage. - Look calibration:
reference-look-calibration. - Animation/motion design:
texture-state-animation,orbital-hud-motion,animation-quality-gate, coordinated byblender-animation. - Task-specific/full workflow:
mascot-logo-reconstruction.
Activation precedence
For a task involving references/templates/textures:
blender-skill-harmonizer— choose the pipeline and conflict policy.
1a. quality-refinement-autoloop — if output is rejected/subpar, freeze product work, diagnose, record the lesson, then retry.
reference-analysis-validator— source manifest and source-of-truth classification.orthographic-registration— view consistency and coordinate contract.multiview-constraint-solver— rigid feasibility and canonical view policy.fit-repair-optimizer— dependency repair queue if validation fails.source-part-segmentation— split overlapping structural/decorative masks.contour-to-mesh/wireframe-to-3d/blender-modeling— geometry, selected by source type.texture-driven-mesh-fitting+landmark-fit-repair— fit mesh boundaries and named landmarks to source/texture.atlas-uv-fitting/blender-uv-texturing/closed-surface-uv-coverage— UV, texture fit, and full front/back/side surface coverage.multiview-fit-loop— render/compare/adjust loop.reference-look-calibration+blender-materials/blender-lighting/blender-rendering— look only after geometry/UV gates.blender-export— only after validation gates.blender-animation— only after static fit acceptance.texture-state-animation/orbital-hud-motion— design texture/HUD motion as layered, source-derived animation.animation-quality-gate— render contact sheet and reject bad motion before final export.
Generic blender-pro-workflow is subordinate to the reference-locked order whenever the source is a template/brand asset.
Shared artifact contract
Every non-trivial multi-skill pipeline should keep these files in the output folder:
reference_manifest.jsonregistration_report.jsonatlas_regions.jsonvalidation/multiview_fit_report.jsonvalidation/*_overlay.pngALIGNMENT_REPAIR_QUEUE.jsonor equivalent when gates failBUILD_NOTES.md
Conflict rules
- Source conflict beats implementation. If templates disagree, stop claiming final fit and write a conflict report.
- Front-view brand read beats side/back/top unless canonical policy says otherwise.
- Reference-locked geometry beats generic modeling. Do not primitive-first rebuild after a contour/source mask exists.
- UV/texture fit waits for geometry lock. Texture audit may run in parallel, but final UV assignment waits.
- Lighting/look waits for material and camera lock. Do not tune lights to compensate for wrong geometry.
- Export waits for validation. No final GLB without pass/fail reports.
Sequential vs parallel orchestration
Sequential gates:
- source conflict / multiview rigidity
- structural part count
- front geometry
- multiview geometry
- UV/material texture fit
- lighting/look
- export/animation
Parallel lanes allowed after their blockers clear:
- atlas region classification can run while geometry is being repaired;
- lighting reference statistics can run while UVs are being prepared;
- export target checks can run while visual validation is pending;
- validation tooling improvements can run anytime, but must not mutate product geometry.
Read when needed
references/handoff-contracts.mdfor exact input/output contracts between skills.
Script
scripts/skill_graph_audit.pyaudits the local manifest, roles, missing paths, and overlap warnings.
Animation handoff rule
For reference-locked mascots/logos, animation is not a generic spin/pulse task. Use texture-state-animation for material/texture state changes, orbital-hud-motion for circles/HUD/aura, and animation-quality-gate before accepting or exporting. If an animation is rejected as ugly, run a RALPH loop before rebuilding.
Closed-surface coverage handoff rule
For closed or extruded reference-locked assets, front texture fit is not enough. Before look-dev or animation acceptance, run closed-surface-uv-coverage to verify that front cap, back cap, and sidewall surfaces each have explicit UV/generated/procedural coverage. Curves, planes, HUD, and aura elements are accents only and do not count as surface texture fill.
Quality-refinement autoloop handoff rule
When a user rejects output quality, or repeated failures show missing skill depth, do not continue blind retries. Invoke quality-refinement-autoloop: preserve the baseline, capture evidence, classify failure dimension, decide whether existing skills are sufficient, record any new lesson in the job report, then repair the artifact.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MAX-786
- Source: MAX-786/claude-3d-harness
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.