Blender spec
Skill nubasu/Pseudo-Fable-Framework/frameworks/pseudo-fable-blender/.claude/skills/blender-spec
Written by Fable, for models that aren't — context frameworks that lift Opus/Sonnet-class agents to Fable-grade work discipline.
npx -y skills add nubasu/Pseudo-Fable-Framework --skill blender-specAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 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
Turn a vague modeling request ("make a chair") into a buildable, gradeable spec — subject and identity features, art direction, quality tier (hero by default), target use, real-world dimensions from reference or the archetype table, budgets, topology and material requirements, deliverables, and measurable done-criteria that blender-verify gates against. Use at the start of any Blender modeling task, before creating any geometry.
SKILL.md
5.3 KB, as published. Nobody here has run it
blender-spec — decide what "right" looks like before making anything
A model can only be verified against a spec, and only be excellent against a direction. "Make a chair" has neither a failure condition nor a taste target — this protocol gives it both. Output: a spec block posted to the user (and into the state file where long-task-state is installed).
1. Extract the spec — fill every row, mark guesses assumed
| Field | Question | Default when unstated |
|---|---|---|
| Subject & identity features | What is it? Which 3-5 features make it read as this subject and not something else? | name them explicitly (a mug is: cylinder body, one handle, open top, flat bottom) |
| Art direction | 3-5 style words + what they imply (e.g. "mid-century, warm, worn" → tapered legs, wood + brass, edge wear) | "clean contemporary" — and say so, it is a choice |
| Quality tier | draft / production / hero | hero — this pack is quality-first; downgrade only if the user says quick |
| Style | realistic / stylized-clean / low-poly faceted | stylized-clean unless art direction implies realism |
| Target use | still render / game asset / 3D print / scene prop | still render |
| Dimensions | real-world size of the whole and of key parts | archetype table below, or look it up; write the NUMBERS into the spec |
| Poly budget | tri limit, evaluated (modifiers applied)? | render ≤500k · game prop 2–20k · print: watertight matters, count doesn't |
| Topology | quads-for-subdiv? n-gons acceptable? | per blender-topology policy: quads on curvature, n-gons on flats |
| Materials | PBR realism or flat colors? palette? | PBR per blender-materials at production/hero; flat color-block at draft |
| Deliverables | what files count as done? | 4-view probe set + lit 3/4 beauty; hero adds turntable (8 views) + 2-3 close-ups; plus .blend or build script |
Target use drives everything downstream: game → budget + quads + applied transforms; print → manifold watertight, wall thickness, exact units; render → silhouette, shading, and presentation above all. If target use is genuinely unknowable from the request, it is the one question worth asking.
2. Reference before geometry — numbers and looks
- Web/image access available → collect 2-3 reference views of the subject AND 1-2 material/lighting references (what does "worn brass" actually look like?). Extract proportions as NUMBERS.
- No reference access → write the proportion sheet from knowledge anyway, numeric, before modeling. A wrong number visible in the spec gets corrected in review; a wrong shape discovered at the beauty render gets rebuilt.
- Specific named subjects (a brand product, a known character) you cannot look at → say you are interpreting freely, or ask for an image. Never imply likeness you cannot check.
Archetype proportions (starting numbers when the user gives none — override with reference):
| Archetype | Numbers |
|---|---|
| Human (scale anchor) | 1.7 m tall, ~7.5 heads; eye level 1.6 m |
| Chair | seat 0.45 h × 0.45 d, back top 0.8–1.0, legs 30–60 mm thick |
| Table / desk | top 0.74 h, 25–40 mm thick; dining 1.6×0.9 |
| Door | 2.0 × 0.9; handle at 1.0 |
| Mug | 95 h × 80 ⌀, wall 4 mm, handle clears 25–30 mm |
| Sedan car | 4.5 × 1.8 × 1.45; wheels ⌀ 0.65, at corners not under body |
| Room | ceiling 2.4–2.7; counter 0.9; walkway ≥0.8 |
3. Assumptions and the one batch of questions
Ask only what changes the build and cannot be defaulted (target use for ambiguous requests; exact dimensions for prints; art direction when the subject is style-defining). One batch, not a drip. Everything else: pick the table default and record it marked assumed — the user vetoes the spec, not a questionnaire.
4. Done-criteria — measurable or it isn't a criterion
Write 5-10, each checkable by a specific render or probe. Shape:
- Silhouette reads as <subject> in all 4 canonical views (probe-render set)
- Overall dims within ±5% of <W×D×H> m; <key part> within ±10% (dimension probe)
- ≤ <N> evaluated tris; 0 non-manifold edges (0 boundary edges too, if printing)
- Every object semantically named; scale applied; one material per part-list entry
- <identity feature 1..n> present and visible in the 3/4 view
- <art-direction cue 1..2> visible in the beauty render (e.g. edge wear on handle corners)
- Rubric floor for the tier: production ≥3 all axes / hero ≥4 all axes (
blender-verify)
"Looks nice" is not a criterion. "Handle clears the body by ≥ 25 mm so a finger fits" is. For hero, also state the excellence exit: two consecutive critique passes with only cosmetic findings.
5. Post it
Post the spec block (subject, art direction, tier, use, dimension sheet, budget, materials plan, deliverables, assumptions, done-criteria). If the user is present, give them one chance to veto; silence = the spec stands, and deviations from it are now deviations, not preferences.