agentsclimarketplace

Blender asset validation

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

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.From its SKILL.md

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.

One thing to look at

  • 2 stars2 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.

SKILL.md

2.6 KB, 498 tokens by cl100k_base, 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.

What ships with it: 4 files

27.0 KB alongside SKILL.md, 2 of them executable

agents/

references/

scripts/

Keep looking

Skills are one crate of 325,949. 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.