Blender checklist driven workflow
Skill ThanhNguyxnOrg/blendops/skills/blender-checklist-driven-workflow
AI-native Blender workflow and skill pack for non-Blender users, built around official Blender MCP, Claude Blender Connector, and Blender CLI.
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Define explicit per-stage gates and acceptance checklists before any modeling, render, or export work — work only proceeds gate by gate.
SKILL.md
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blender-checklist-driven-workflow
Purpose
Enforce a checklist-driven discipline where every stage of a Blender recipe (brief → asset → scene → render → export → handoff) has a written acceptance gate. Work does not advance until the previous stage's gate is checked off. Inspired by Anthropic Superpowers /test-driven-development analog: gate first, work second.
Quick start
- list the stages of the user's recipe
- write the gate per stage (specific, checkable conditions)
- run the gate after each stage; do not proceed if it fails
- record the gate result + evidence per stage
When to use
- complex multi-stage recipe (4+ distinct stages)
- when previous attempts had drift / scope creep / missed acceptance
- when user wants confidence that each stage is "done" before moving on
- before any runtime work
When not to use
- single-step requests
- pure exploratory brainstorming (use
blender-brainstorming) - fixing a broken render (use
blender-troubleshooting) - final handoff (use
pre-handoff-verification)
Trigger phrases
- "let's do this step by step"
- "what's done before we move on"
- "checklist for this work"
- "I want to make sure each stage is solid"
Prerequisites / readiness
- recipe stages identified (or willing to identify them)
- user accepts gate-driven discipline (not all do)
Input schema
Required inputs
| Input | Why it is required |
|---|---|
| Recipe stages | Defines gate count |
| Acceptance criteria per stage | Drives gate content |
| Mode (text-only / runtime-ready) | Determines what gates can verify |
Optional inputs
| Input | Use |
|---|---|
| Reference images / specs | Drives stage-specific acceptance |
| Time budget | Allows gate prioritization |
Assumptions to confirm
- The user agrees not to skip gates.
- "Acceptance criteria" are pre-agreed, not invented at gate time.
- A failing gate stops work until resolved.
Output schema
Primary output
A per-stage gate table: stage name, acceptance criteria (3-5 explicit checks), evidence required, current state (Pending / Pass / Fail / Blocked).
Secondary output
- the linear order in which stages must run
- per-stage handoff to a domain skill
- "gate failed → action" rules
Evidence / caveat output
Runtime status: Not Run | Attempted | Produced | Verified | Failed | Blocked / Not Run
Artifact status: Not Run | Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>
Required laws
../../laws/evidence-before-done.md../../laws/non-blender-user-language.md../../laws/no-arbitrary-python-interface.md../../laws/official-runtime-only.md
Official runtime boundary
Process / discipline skill — does not run Blender. Gates are written and evaluated against produced artifacts (per evidence-before-done.md). Gate verdicts are honest labels, not motivation.
Operating procedure
- Confirm recipe stages with user (typically 5-7 stages).
- Write acceptance criteria per stage (specific, checkable; see
references/gate-template.md). - Pin the gate sequence; no parallel stages without explicit justification.
- After each stage's work, run the gate (
Pending→Pass/Fail). - If
Fail: do not advance; either re-do or hand off toblender-troubleshooting. - If
Pass: advance to next stage. - At the end, hand off to
pre-handoff-verificationfor the final 7-point gate.
Decision tree
User wants to skip a stage?
→ Push back; document as risk if user insists
A previous gate is `Fail` but later stage was attempted anyway?
→ Stop; mark all subsequent stages `Blocked`
Two stages claimed `Pass` simultaneously?
→ Suspicious; verify each independently
Gate criteria are vague ("looks good")?
→ Re-write with concrete checks; do not run an undefined gate
Playbooks
Playbook A: Cyberpunk shoe hero (7 stages)
Stages: brief → scene plan → asset discovery → scene build → render → export → handoff. One gate per stage.
Playbook B: Multi-product grid (5 stages)
Stages: brief → grid plan → consistency setup → render → export. One gate per stage; gate 3 = "all cells render identical at sub-resolution".
Playbook C: Character portrait (6 stages)
Stages: brief → portrait plan → asset discovery → lookdev → render → handoff. Gate 4 = "lookdev approved against mood brief".
Mode handling
Text-only mode
Gates evaluate plans / specs only; runtime gates marked Not Run until runtime active.
Runtime-ready mode
Gates evaluate produced artifacts; honest labels per evidence-before-done.md.
Blocked runtime mode
Pre-runtime gates can pass; runtime / artifact gates remain Blocked.
Validation checklist
- Stages listed in linear order
- Gates written per stage
- Acceptance criteria concrete (3-5 checks)
- Evidence required per gate explicit
- Current state per stage explicit
- No vague "looks good" gate
- Failing gate stops work
- Final handoff to
pre-handoff-verificationpresent
Pass / Warn / Fail rubric
| Verdict | Criteria |
|---|---|
| Pass | All stages have written gates; evidence required is concrete; no skipped or vague gates. |
| Warn | One gate has soft criteria ("looks acceptable"); one stage missing evidence row. |
| Fail | Vague gates throughout; gates skipped; later stage Pass without earlier gate Pass. |
Failure handling
- Vague criteria → rewrite with concrete checks.
- User pushes to skip → document as risk; require explicit acknowledgment.
- Gate fails repeatedly → hand off to
blender-troubleshooting.
Troubleshooting
| Problem | Response |
|---|---|
| Gate criteria invented at gate time | Reset; write gates BEFORE stage work begins. |
Gate Pass without evidence | Downgrade to Pending; require evidence. |
Multiple Fail gates accumulating | Stop work; troubleshoot before advancing. |
Best practices
- Write gates BEFORE the stage work begins.
- Gates contain concrete checks (numbers, paths, file existence) — not feelings.
- Stop work on first
Fail; do not "we'll fix it in the next stage". - Pair every gate with a fallback action.
Good examples
- "Stage 4 (render) gate:
out/render-2026-05-09.pngexists, dimensions 1920×1080, samples >= 128, render time logged. Evidence required: file path + visible image. Current state: Pending."
Bad examples
- "Stage 4 gate: render looks good." — vague.
User-facing response template
Recipe: <name>
Stages (linear order):
| # | Stage | Acceptance criteria | Evidence required | State | Next handoff |
|---|---|---|---|---|---|
| 1 | <stage> | <3-5 concrete checks> | <path / file / measurement> | Pending / Pass / Fail / Blocked | <skill> |
| 2 | … | … | … | … | … |
Failed gate action: stop + troubleshoot
Final handoff (after all gates Pass): pre-handoff-verification
Limitations: <gaps>
Anti-patterns
- Vague gate criteria.
- Skipping gates.
- Inventing criteria at gate time.
- Marking
Passwithout evidence. - Running parallel stages without justification.
Cross-skill handoff
- Brainstorming →
../blender-brainstorming/SKILL.md(only if early) - Brief →
../intent-to-3d-brief-writer/SKILL.md - Asset discovery →
../blender-asset-discovery-planner/SKILL.md - Scene planners → respective scene planner skill
- Quality validators → respective checker
- Troubleshooting on fail →
../blender-troubleshooting/SKILL.md - Final gate →
../pre-handoff-verification/SKILL.md
Non-goals
- Run Blender.
- Author the recipe.
- Replace
pre-handoff-verification(that is the final 7-point gate; this skill is per-stage).
References
references/gate-template.mdreferences/stage-decomposition-patterns.mdreferences/failed-gate-handling.md../../docs/skill-system.md