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Blender asset validation

Skill ifBars/blender-agent-studio/plugins/blender-agent-studio/skills/blender-asset-validation

Codex plugin for reproducible Blender modeling, validation, animation, MCP tooling, and agent benchmarking

Install
npx -y skills add ifBars/blender-agent-studio --skill blender-asset-validation

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 12 days oldThe repository was created 12 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Inspect and validate Blender assets technically and visually. Use for `.blend`, `.glb`, `.gltf`, `.fbx`, or `.obj` quality checks; topology and export review; evaluated triangle/material/hierarchy metrics; standardized multiview renders; fresh-import verification; or evidence-backed review of an agent-generated mesh.

SKILL.md

2.6 KB, as published. Nobody here has run it

Blender Asset Validation

Validate both the authored scene and the exported deliverable. A clean export or low triangle count is not proof of visual or functional quality.

Run deterministic inspection

Prefer the blender_inspect_asset MCP tool when available. Otherwise run:

$env:BLENDER_EXECUTABLE = "C:\path\to\Blender\blender.exe"
& $env:BLENDER_EXECUTABLE `
  --background --factory-startup `
  --python "<skill-root>\scripts\inspect_asset.py" -- `
  --input "<asset-path>" --output "<output-dir>\metrics.json"

Inspect:

  • evaluated vertices, edges, polygons, and triangles;
  • mesh objects, materials, actions, frame ranges, and hierarchy;
  • dimensions and world bounds;
  • invalid coordinates, degenerate faces, loose elements, boundary and non-manifold edges;
  • connected components per mesh;
  • non-default transforms and missing material assignments.

Interpret metrics using references/quality-gates.md. Do not apply printing-only topology rules to every game asset.

Render evidence

Prefer blender_render_evidence. Otherwise run scripts/render_evidence.py with an output directory. Require:

  • perspective hero view;
  • front, back, left, right, and top views;
  • one contact sheet;
  • requested animation critical frames when applicable.

Open the hero and contact sheet with an image-viewing tool. Review:

  • silhouette and proportions;
  • required parts and spatial relations;
  • orientation;
  • floating or unsupported elements;
  • intersections and accidental gaps;
  • material readability;
  • whether details remain legible at intended scale.

Verify the exported artifact

  1. Export GLB from the authored .blend.
  2. Start a fresh Blender process.
  3. Inspect and render the GLB independently.
  4. Compare required names, materials, dimensions, actions, and critical frames with the authored scene.
  5. Report authored and re-imported metrics separately.

Report

Classify each finding as:

  • gate: invalid or unusable deliverable;
  • defect: clear request, geometry, presentation, or motion failure;
  • warning: likely risk requiring review;
  • observation: neutral measurement;
  • not_applicable: check intentionally excluded by task semantics.

Include exact evidence paths. Never say an image or video was inspected unless it was actually opened.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.