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blender-asset-qa

Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting (coplanar overlaps), floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.

日本語の概要は準備中です。原文の説明を表示しています。

連携ツールBlender

実行スコア 未検証

インストール方法を見る

含まれるファイル(4)

  • SKILL.md4.6 KB
  • scripts/_bpyx.py4.4 KB
  • scripts/qa_check.py16.2 KB
  • scripts/review_shots.py6.1 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Asset QA (review gate)

Never assume a generated or edited mesh is correct. Check it with numbers, then look at it.

Procedure

  1. 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).
  2. 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.
  3. Visual check, always:
    • Live: MCP look with mode="angles" on the targets, once in material/solid shading and once in wireframe. Use xray for internals.
    • Headless: scripts/review_shots.py -- --objects ... --mode random (one color per object, which makes detached pieces obvious), then --mode wire for topology. Open the returned PNG.
  4. Report: tris per object, issues fixed, and remaining accepted warnings.

What each finding means → fix

FindingCauseFix
zfighting A<->Btwo surfaces facing the same way within --eps (1 mm) that overlapdelete the hidden duplicate, or offset ≥ 2–5 mm along the normal, or boolean/merge them
back_to_backfaces touching with opposite normals (boxes glued face-to-face)delete the hidden faces (wasted tris, bake artifacts)
floatingisland/object not touching any other part within --tolmove it to make contact (snap), bridge it, or join and merge. If floating is intended (sparks, UI), check it separately
enclosedpart fully inside another, not touching (eyes, internal mechanics)usually fine. Confirm it's intended
inside_out_islandsclosed part with normals pointing inmesh.normals_make_consistent(inside=False) on that part
inconsistent_normals_edgesneighbouring faces wound in opposite directionsrecalc normals; if it persists, look for non-manifold seams
nonmanifold_edges / wire_edges>2 faces per edge, or stray edgesdissolve/delete the extra faces; delete_loose
boundary_edgesopen holes (bad for print/Roblox/bakes)fill (fill_holes/edge_face_add) or cap
degenerate_faces / zero_length_edgescollapsed geometrydissolve_degenerate(threshold=1e-4)
duplicate_vertsunwelded seamsremove_doubles(threshold=1e-4) (Merge by Distance); check UV seams after
ngonsfaces with >4 sidestriangulate/quadrangulate locally; n-gons are fine only on flat hard-surface faces that never deform
unapplied/negative scaleobject transformtransform_apply(rotation=True, scale=True); negative scale flips normals on export
uv_maps: 0 / zero-area UV / overlapmissing or bad unwrapblender-retopology-uv
unweighted / >4 influencesskinningblender-character-rigging (weights_check.py)
ground_z ≠ 0asset floats or sinksmove 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

  • --eps is the z-fight distance. Raise it to 0.005 for large environment scenes, and lower it to 0.0002 for tiny jewelry.
  • --tol is the contact tolerance for detached parts. Raise it for chunky kitbash.
  • --no-modifiers checks 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.

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