roble3/cc-blender-skill

reference-analysis-validator

Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1.

View source
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

Reference Analysis Validator

This skill converts “looks close” into measurable gates. For brand/logo/mascot work, do not model or export until a source manifest and validation thresholds exist.

Required outputs

Create these in the asset output folder:

  • reference_manifest.json — classified source files, expected parts, thresholds.
  • source_analysis/*.json — image metadata, masks/components/landmarks.
  • validation/front_overlay_reference.png — reference and render overlay.
  • validation/front_mask_validation.json — IoU/SSIM/bbox/centroid report.

Workflow

  1. Classify sources: front, side, back, top, texture atlas, decals, maps, lightmap, aura/context.
  2. Build/refresh reference_manifest.json with hard expected counts and view roles.
  3. Extract masks/components from each source using scripts/reference_manifest_compiler.py or existing analyzers.
  4. Render model from matching orthographic camera with reference planes hidden.
  5. Compare reference mask vs render mask using scripts/render_overlay_validator.py.
  6. Refuse final export if hard gates fail.

Modality rule

Compare like with like. A wireframe edge mask compared against a shaded beauty render gives misleadingly low IoU. For hard gates, render a flat silhouette/matte pass from Blender or compare reference edges to render edges. Use render_overlay_validator.py --reference-mode ... --render-mode ... when the source and render need different mask extraction modes.

Default validation gates

  • primary structural part count: exact.
  • front silhouette IoU: target >= 0.90 for rigid/logotype shapes; >= 0.82 acceptable for first mascot reconstruction pass.
  • bbox center drift: <= 12 px at 1024 px validation size.
  • bbox size drift: <= 3% of image dimension.
  • face/eye/smile landmark drift: <= 2% of image dimension when landmarks are defined.

Failure policy

If a repeated mismatch occurs, record the measured failure, then route to the missing specialty skill:

  • wrong silhouette → contour-to-mesh
  • wrong depth/side/back → orthographic-registration
  • wrong textures → atlas-uv-fitting
  • wrong whole workflow → mascot-logo-reconstruction

Read when needed

  • references/metrics-and-thresholds.md for metric definitions and recommended gates.

Sources distilled

Official/library docs to prefer while extending this skill:

  • OpenCV contour features: moments, area, perimeter, bounding rectangles.
  • OpenCV shape matching / Hu moments.
  • OpenCV homography and geometric transforms.
  • scikit-image SSIM for perceptual comparison.
from this repository

More skills

All skills
roble3
Community

blender-animation

Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".

installs
1
GitHub stars
60
Updated
May 1
roble3
Community

blender-modeling

Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.

installs
2
GitHub stars
58
Updated
May 1
roble3
Community

blender-lighting

Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "moody atmosphere", "golden hour", "rim light". Pairs with blender-materials (lighting reveals materials) and blender-cameras (lighting + composition together = shot).

installs
1
GitHub stars
58
Updated
May 1
roble3
Community

blender-rendering

Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "make a picture", "save the result", "produce a final image", "export as image".

installs
1
GitHub stars
58
Updated
May 1