# Blender Skill Harmonizer

> 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.

- Skill: `max-786/blender-skill-harmonizer` (Agent Skill, multi-file: 3 files)
- Install (CLI): `npx skillmds@latest add max-786/blender-skill-harmonizer`
- Raw SKILL.md: https://api.skillmd.com/api/skills/max-786/blender-skill-harmonizer/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: DevOps & Infra
- Author: MAX-786 (https://skillmd.com/u/max-786)
- Updated: 2026-09-22
- Page: https://skillmd.com/skills/max-786/blender-skill-harmonizer

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# 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.
2. `reference-analysis-validator` — source manifest and source-of-truth classification.
3. `orthographic-registration` — view consistency and coordinate contract.
4. `multiview-constraint-solver` — rigid feasibility and canonical view policy.
5. `fit-repair-optimizer` — dependency repair queue if validation fails.
6. `source-part-segmentation` — split overlapping structural/decorative masks.
7. `contour-to-mesh` / `wireframe-to-3d` / `blender-modeling` — geometry, selected by source type.
8. `texture-driven-mesh-fitting` + `landmark-fit-repair` — fit mesh boundaries and named landmarks to source/texture.
9. `atlas-uv-fitting` / `blender-uv-texturing` / `closed-surface-uv-coverage` — UV, texture fit, and full front/back/side surface coverage.
10. `multiview-fit-loop` — render/compare/adjust loop.
11. `reference-look-calibration` + `blender-materials` / `blender-lighting` / `blender-rendering` — look only after geometry/UV gates.
12. `blender-export` — only after validation gates.
13. `blender-animation` — only after static fit acceptance.
14. `texture-state-animation` / `orbital-hud-motion` — design texture/HUD motion as layered, source-derived animation.
15. `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.

