How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/el4cteo/blender-skills --skill blender-asset-qaBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Asset QA (review gate)
Never assume a generated or edited mesh is correct. Check it with numbers, then look at it.
Procedure
- Automated check, passing one asset's objects together:
scripts/qa_check.py -- --objects Body Head Hat --profile game Profiles: game (default), render (lenient), print (watertight required), roblox (20k tris/mesh, watertight, no n-gons, ≤4 influences).
- Fix every `errors` entry (table below), then re-run until
"pass": true. Each warning must be either fixed or explicitly accepted, with the reason reported to the user. - Visual check, always:
- Live: MCP
lookwithmode="angles"on the targets, once inmaterial/solidshading and once inwireframe. Usexrayfor internals. - Headless:
scripts/review_shots.py -- --objects ... --mode random(one color per object, which makes detached pieces obvious), then--mode wirefor topology. Open the returned PNG.
- Report: tris per object, issues fixed, and remaining accepted warnings.
What each finding means → fix
| Finding | Cause | Fix |
|---|---|---|
zfighting A<->B | two surfaces facing the same way within --eps (1 mm) that overlap | delete the hidden duplicate, or offset ≥ 2–5 mm along the normal, or boolean/merge them |
back_to_back | faces touching with opposite normals (boxes glued face-to-face) | delete the hidden faces (wasted tris, bake artifacts) |
floating | island/object not touching any other part within --tol | move it to make contact (snap), bridge it, or join and merge. If floating is intended (sparks, UI), check it separately |
enclosed | part fully inside another, not touching (eyes, internal mechanics) | usually fine. Confirm it's intended |
inside_out_islands | closed part with normals pointing in | mesh.normals_make_consistent(inside=False) on that part |
inconsistent_normals_edges | neighbouring faces wound in opposite directions | recalc normals; if it persists, look for non-manifold seams |
nonmanifold_edges / wire_edges | >2 faces per edge, or stray edges | dissolve/delete the extra faces; delete_loose |
boundary_edges | open holes (bad for print/Roblox/bakes) | fill (fill_holes/edge_face_add) or cap |
degenerate_faces / zero_length_edges | collapsed geometry | dissolve_degenerate(threshold=1e-4) |
duplicate_verts | unwelded seams | remove_doubles(threshold=1e-4) (Merge by Distance); check UV seams after |
ngons | faces with >4 sides | triangulate/quadrangulate locally; n-gons are fine only on flat hard-surface faces that never deform |
| unapplied/negative scale | object transform | transform_apply(rotation=True, scale=True); negative scale flips normals on export |
uv_maps: 0 / zero-area UV / overlap | missing or bad unwrap | blender-retopology-uv |
| unweighted / >4 influences | skinning | blender-character-rigging (weights_check.py) |
ground_z ≠ 0 | asset floats or sinks | move the origin to the bottom and set z = 0 (props) |
Manual checks the script can't fully judge
- Silhouette and proportions at the target camera distance. Compare with references and real-world size (
ob.dimensions). - Shading artifacts: smoothing on hard edges (needs sharp edges/weighted normals), and pinching at poles on curved surfaces.
- Intersections that look wrong (a leg clipping a seat), even though they're "attached".
- Interior/hidden geometry that wastes tris (use
xray). - Deformation: pose the rig at extremes (elbow 140°, knee 150°, shoulder raised) and look for collapsing volume.
- Material assignment: every face has the intended material, with no default grey slots.
Tuning
--epsis the z-fight distance. Raise it to 0.005 for large environment scenes, and lower it to 0.0002 for tiny jewelry.--tolis the contact tolerance for detached parts. Raise it for chunky kitbash.--no-modifierschecks the base mesh. By default the evaluated (modifier) result is checked, which is what gets exported.- Above
--max-tris(300k), the z-fight and floating checks are skipped. Check high-poly sources per part instead.


