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SKILL verified MIT Self-run

Blender Skill Harmonizer

skill-max-786-claude-3d-harness-blender-skill-harmonizer · by MAX-786

Harmonize multiple Blender skills into a coherent pipeline with clear activation precedence, handoff artifacts, dependency gates, and conflict-resolution rules. Use when a Blender task spans several skills, when reference-locked work conflicts with generic production workflow, after adding/updating skills, or when repeated failures indicate skill interference or missing inter/intra-play.

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Install

$ agentstack add skill-max-786-claude-3d-harness-blender-skill-harmonizer

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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● 4d ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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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:

  1. Merge: list all triggered skills and their intended outputs.
  2. Consistency: detect conflicts in assumptions, coordinate systems, source hierarchy, object naming, or validation gates.
  3. Optimize: choose one orchestrator, one source-of-truth policy, and a staged/parallel execution plan.
  4. Store: write the chosen plan and durable lessons into BUILD_NOTES.md in 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 by blender-animation.
  • Task-specific/full workflow: mascot-logo-reconstruction.

Activation precedence

For a task involving references/templates/textures:

  1. 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.

  1. reference-analysis-validator — source manifest and source-of-truth classification.
  2. orthographic-registration — view consistency and coordinate contract.
  3. multiview-constraint-solver — rigid feasibility and canonical view policy.
  4. fit-repair-optimizer — dependency repair queue if validation fails.
  5. source-part-segmentation — split overlapping structural/decorative masks.
  6. contour-to-mesh / wireframe-to-3d / blender-modeling — geometry, selected by source type.
  7. texture-driven-mesh-fitting + landmark-fit-repair — fit mesh boundaries and named landmarks to source/texture.
  8. atlas-uv-fitting / blender-uv-texturing / closed-surface-uv-coverage — UV, texture fit, and full front/back/side surface coverage.
  9. multiview-fit-loop — render/compare/adjust loop.
  10. reference-look-calibration + blender-materials / blender-lighting / blender-rendering — look only after geometry/UV gates.
  11. blender-export — only after validation gates.
  12. blender-animation — only after static fit acceptance.
  13. texture-state-animation / orbital-hud-motion — design texture/HUD motion as layered, source-derived animation.
  14. 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.json
  • registration_report.json
  • atlas_regions.json
  • validation/multiview_fit_report.json
  • validation/*_overlay.png
  • ALIGNMENT_REPAIR_QUEUE.json or equivalent when gates fail
  • BUILD_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:

  1. source conflict / multiview rigidity
  2. structural part count
  3. front geometry
  4. multiview geometry
  5. UV/material texture fit
  6. lighting/look
  7. 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.md for exact input/output contracts between skills.

Script

  • scripts/skill_graph_audit.py audits 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.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.