roble3/cc-blender-skill

texture-driven-mesh-fitting

Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work.

Quelltext ansehen

Verwendung

  1. Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
  2. Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
  3. Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/roble3/cc-blender-skill --skill texture-driven-mesh-fitting

Vor dem Start

  • Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
  • Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Originales Skill-Dokument

Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.

MCP backend

Use when: Texture-driven geometry fitting, mesh boundary fitting to atlas masks, UV-preserving contour correspondence, point/landmark deformation, source mask to mesh repair.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Texture-Driven Mesh Fitting

This skill fixes the common failure: a texture is mapped correctly, but the mesh silhouette underneath is wrong. The mesh adapts to the source contour; the texture is not stretched to hide a wrong mesh.

Preconditions

  • Structural parts are segmented (source-part-segmentation).
  • Each part has a contour/mask and, if textured, an atlas region (atlas-uv-fitting).
  • The object is source-locked in front X/Z before depth is added.
  • Canonical view policy is resolved (multiview-constraint-solver) if views conflict.

Workflow

  1. Extract source contour from the texture/wireframe region.
  2. Extract current mesh boundary in the same projected coordinate space.
  3. Build ordered contour correspondence by arc length, named landmarks, or seam/control points.
  4. Move boundary vertices to source contour positions.
  5. Move interior vertices by smooth interpolation, piecewise-affine warp, or thin-plate-spline style deformation.
  6. Preserve UV parameterization by remapping boundary-fitted local coordinates into the atlas rectangle.
  7. Re-render overlay; do not proceed to look-dev until texture-region silhouette passes.

Acceptance gates

  • Per-part source/product bbox center and size within tolerance.
  • Boundary maximum sample error below tolerance after normalization.
  • Texture atlas region does not visibly bleed outside the fitted mesh in front view.
  • Named landmarks (leaf_tip, base_left, base_right, face_corner, etc.) pass landmark-fit-repair.

Hard rules

  • If a texture crop has a different silhouette than the mesh, reshape the mesh first.
  • Do not use global UV stretching to hide geometry mismatch.
  • Boundary fitting must happen before side-depth/crown deformation.
  • Do not tune material/light to compensate for geometry/UV misfit.

Scripts

  • scripts/contour_correspondence_report.py reports bbox, centroid, and sampled contour deltas between a source mask and a render/object mask.

Sources distilled

  • Piecewise-affine/landmark warping gives a practical mesh deformation model.
  • Thin-plate-spline style deformation is appropriate for smooth mascot/logo surfaces when landmarks are sparse.
  • Blender mesh vertices/UV layers can be edited directly; BMesh is useful for cleanup after deformation.

Verwandte Aufgaben

aus demselben Repository

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