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Blender checklist driven workflow

Skill ThanhNguyxnOrg/blendops/skills/blender-checklist-driven-workflow

Define explicit per-stage gates and acceptance checklists before any modeling, render, or export work — work only proceeds gate by gate.From its SKILL.md

Install
npx -y skills add ThanhNguyxnOrg/blendops --skill blender-checklist-driven-workflow

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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

InputWhy it is required
Recipe stagesDefines gate count
Acceptance criteria per stageDrives gate content
Mode (text-only / runtime-ready)Determines what gates can verify

Optional inputs

InputUse
Reference images / specsDrives stage-specific acceptance
Time budgetAllows 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

  1. Confirm recipe stages with user (typically 5-7 stages).
  2. Write acceptance criteria per stage (specific, checkable; see references/gate-template.md).
  3. Pin the gate sequence; no parallel stages without explicit justification.
  4. After each stage's work, run the gate (PendingPass / Fail).
  5. If Fail: do not advance; either re-do or hand off to blender-troubleshooting.
  6. If Pass: advance to next stage.
  7. At the end, hand off to pre-handoff-verification for 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-verification present

Pass / Warn / Fail rubric

VerdictCriteria
PassAll stages have written gates; evidence required is concrete; no skipped or vague gates.
WarnOne gate has soft criteria ("looks acceptable"); one stage missing evidence row.
FailVague 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

ProblemResponse
Gate criteria invented at gate timeReset; write gates BEFORE stage work begins.
Gate Pass without evidenceDowngrade to Pending; require evidence.
Multiple Fail gates accumulatingStop 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.png exists, 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 Pass without 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.md
  • references/stage-decomposition-patterns.md
  • references/failed-gate-handling.md
  • ../../docs/skill-system.md

What ships with it: 4 files

5.9 KB alongside SKILL.md

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