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.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:
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.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:
- 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.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.
1---2name: blender-skill-harmonizer3description: 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.4---56# Blender Skill Harmonizer78This is the meta-layer for the Blender skill stack. It prevents independently useful skills from producing incoherent work when combined.910Use a **Merge → Consistency → Optimize → Store** cycle:11121. **Merge:** list all triggered skills and their intended outputs.132. **Consistency:** detect conflicts in assumptions, coordinate systems, source hierarchy, object naming, or validation gates.143. **Optimize:** choose one orchestrator, one source-of-truth policy, and a staged/parallel execution plan.154. **Store:** write the chosen plan and durable lessons into `BUILD_NOTES.md` in the job folder.1617## Skill category map1819- **Top-level orchestrators:** `text-to-blender`, `quality-refinement-autoloop`, `mascot-logo-reconstruction`.20- **General production:** `blender-pro-workflow`, `blender-modeling`, `blender-materials`, `blender-lighting`, `blender-cameras`, `blender-rendering`, `blender-animation`, `blender-export`.21- **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`.22- **Texture/UV:** `blender-uv-texturing`, `atlas-uv-fitting`, `closed-surface-uv-coverage`.23- **Look calibration:** `reference-look-calibration`.24- **Animation/motion design:** `texture-state-animation`, `orbital-hud-motion`, `animation-quality-gate`, coordinated by `blender-animation`.25- **Task-specific/full workflow:** `mascot-logo-reconstruction`.2627## Activation precedence2829For a task involving references/templates/textures:30311. `blender-skill-harmonizer` — choose the pipeline and conflict policy.321a. `quality-refinement-autoloop` — if output is rejected/subpar, freeze product work, diagnose, record the lesson, then retry.332. `reference-analysis-validator` — source manifest and source-of-truth classification.343. `orthographic-registration` — view consistency and coordinate contract.354. `multiview-constraint-solver` — rigid feasibility and canonical view policy.365. `fit-repair-optimizer` — dependency repair queue if validation fails.376. `source-part-segmentation` — split overlapping structural/decorative masks.387. `contour-to-mesh` / `wireframe-to-3d` / `blender-modeling` — geometry, selected by source type.398. `texture-driven-mesh-fitting` + `landmark-fit-repair` — fit mesh boundaries and named landmarks to source/texture.409. `atlas-uv-fitting` / `blender-uv-texturing` / `closed-surface-uv-coverage` — UV, texture fit, and full front/back/side surface coverage.4110. `multiview-fit-loop` — render/compare/adjust loop.4211. `reference-look-calibration` + `blender-materials` / `blender-lighting` / `blender-rendering` — look only after geometry/UV gates.4312. `blender-export` — only after validation gates.4413. `blender-animation` — only after static fit acceptance.4514. `texture-state-animation` / `orbital-hud-motion` — design texture/HUD motion as layered, source-derived animation.4615. `animation-quality-gate` — render contact sheet and reject bad motion before final export.4748Generic `blender-pro-workflow` is subordinate to the reference-locked order whenever the source is a template/brand asset.4950## Shared artifact contract5152Every non-trivial multi-skill pipeline should keep these files in the output folder:5354- `reference_manifest.json`55- `registration_report.json`56- `atlas_regions.json`57- `validation/multiview_fit_report.json`58- `validation/*_overlay.png`59- `ALIGNMENT_REPAIR_QUEUE.json` or equivalent when gates fail60- `BUILD_NOTES.md`6162## Conflict rules6364- **Source conflict beats implementation.** If templates disagree, stop claiming final fit and write a conflict report.65- **Front-view brand read beats side/back/top unless canonical policy says otherwise.**66- **Reference-locked geometry beats generic modeling.** Do not primitive-first rebuild after a contour/source mask exists.67- **UV/texture fit waits for geometry lock.** Texture audit may run in parallel, but final UV assignment waits.68- **Lighting/look waits for material and camera lock.** Do not tune lights to compensate for wrong geometry.69- **Export waits for validation.** No final GLB without pass/fail reports.7071## Sequential vs parallel orchestration7273Sequential gates:74751. source conflict / multiview rigidity762. structural part count773. front geometry784. multiview geometry795. UV/material texture fit806. lighting/look817. export/animation8283Parallel lanes allowed after their blockers clear:8485- atlas region classification can run while geometry is being repaired;86- lighting reference statistics can run while UVs are being prepared;87- export target checks can run while visual validation is pending;88- validation tooling improvements can run anytime, but must not mutate product geometry.8990## Read when needed9192- `references/handoff-contracts.md` for exact input/output contracts between skills.9394## Script9596- `scripts/skill_graph_audit.py` audits the local manifest, roles, missing paths, and overlap warnings.979899## Animation handoff rule100101For 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.102103## Closed-surface coverage handoff rule104105For 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.106107## Quality-refinement autoloop handoff rule108109When 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.