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Blender stop condition decider

Skill ThanhNguyxnOrg/blendops/skills/blender-stop-condition-decider

AI-native Blender workflow and skill pack for non-Blender users, built around official Blender MCP, Claude Blender Connector, and Blender CLI.

Install
npx -y skills add ThanhNguyxnOrg/blendops --skill blender-stop-condition-decider

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

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  • 3 stars3 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

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Define explicit "done" conditions for a Blender recipe before starting work, so the agent stops at the right point instead of drifting into endless polish.

SKILL.md

6.4 KB, as published. Nobody here has run it

blender-stop-condition-decider

Purpose

Pin a single, explicit stop condition for a recipe so the agent knows when to declare "done" and hand off — not earlier, not later. Inspired by Anthropic Superpowers /just-say-when-it's-done analog.

Quick start

  • write one stop condition per recipe (one sentence, concrete)
  • write what is OUT OF SCOPE for "done"
  • write the handoff trigger (which skill receives the deliverable when stop condition fires)
  • enforce: do not polish past the stop condition; do not declare done before it

When to use

  • before any non-trivial Blender recipe
  • when previous attempts drifted into endless polish or scope creep
  • before runtime work (so "Verified" claim is honest)

When not to use

  • pure exploration / brainstorming (no stop condition; goal is divergence)
  • tiny single-shot requests
  • after work has already started without scope (use blender-scope-boundary-enforcer instead)

Trigger phrases

  • "when are we done"
  • "let's set the bar"
  • "what does done look like"

Prerequisites / readiness

  • recipe scope clear (or willing to clarify)
  • user accepts a written stop condition

Input schema

Required inputs

InputWhy it is required
Recipe scopeAnchors the stop condition
Acceptable quality barDetermines what "done" means concretely

Optional inputs

InputUse
Time / budget constraintsMay force tighter scope
Reference deliverableCalibrates the bar

Assumptions to confirm

  • The user accepts that "done" is the stop point, not a temporary plateau before more polish.
  • Ambiguous "done" → not yet ready to start.

Output schema

Primary output

A single stop condition record: condition (one sentence), out-of-scope list, handoff trigger.

Secondary output

  • explicit guardrails: what would NOT count as done
  • review hint after stop condition fires

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. Stop condition is evaluated against produced evidence.

Operating procedure

  1. Confirm recipe scope.
  2. Write one concrete stop condition.
  3. List 3-5 things that are explicitly OUT OF SCOPE for "done".
  4. Pin handoff trigger.
  5. Enforce: do not polish past it; do not declare done before evidence supports it.

Decision tree

Stop condition vague ("looks great")?
  → Rewrite with concrete artifact + check
Multiple stop conditions proposed?
  → Pick the highest-priority one; relegate others to follow-up scope
Stop condition not yet evaluable in this mode?
  → Mark as forward-condition; do not declare done in this stage

Playbooks

Playbook A: Hero render

"Done = out/render-2026-05-09.png exists at 1920×1080, 128+ Cycles samples, mood matches brief, validation logged."

Playbook B: GLB handoff

"Done = out/scene.glb exists, gltf-validator passes, triangle count within budget, animation contract documented."

Playbook C: Text-only plan

"Done = scene plan section count >= 7, all sections concrete, asset list flagged, handoff to scene quality checker."

Mode handling

Text-only mode

Stop condition refers to plan completeness; runtime claims marked Not Run.

Runtime-ready mode

Stop condition refers to produced + validated artifacts.

Blocked runtime mode

Stop condition is reframed as "ready to start once runtime is available"; do not declare done.

Validation checklist

  • Stop condition is one sentence
  • Stop condition is concrete (no "looks good")
  • Out-of-scope list (3-5 items) present
  • Handoff trigger named
  • Mode-appropriate phrasing

Pass / Warn / Fail rubric

VerdictCriteria
PassOne concrete stop condition + out-of-scope + handoff.
WarnStop condition present but slightly soft; out-of-scope partial.
FailVague "looks good" stop condition; no out-of-scope; no handoff; multiple conditions stacked.

Failure handling

  • Vague stop condition → rewrite.
  • Multiple conditions → pick one + scope follow-up.
  • User pushes for "more polish" past the condition → require new scope agreement.

Troubleshooting

ProblemResponse
User wants "perfect" before stoppingRewrite condition with concrete bar; document that "perfect" is forward scope.
Stop condition keeps movingMid-recipe scope drift; hand off to blender-scope-boundary-enforcer.
Done declared without evidenceDowngrade per evidence-before-done.md; require evidence.

Best practices

  • One sentence, one stop condition, one recipe.
  • Write the condition BEFORE work begins.
  • Out-of-scope is at least as important as in-scope.
  • "Done" is honest, not optimistic.

Good examples

  • "Done = out/render.png at 1920×1080 + 128 Cycles samples + mood match validated against reference image diff < 5%. Out of scope: animation, post-process, alternate lighting takes."

Bad examples

  • "Done when it looks great." — vague.

User-facing response template

Recipe: <name>
Stop condition (one sentence, concrete): <…>
Out of scope for "done":
  - <…>
  - <…>
  - <…>
Handoff trigger: <skill>
Mode: <text-only / runtime-ready / blocked>
Limitations: <gaps>

Anti-patterns

  • Multiple stacked stop conditions.
  • Vague language.
  • Letting "done" drift across the recipe.
  • Declaring done without evidence.

Cross-skill handoff

  • Brief → ../intent-to-3d-brief-writer/SKILL.md
  • Workflow gates → ../blender-checklist-driven-workflow/SKILL.md
  • Final pre-handoff → ../pre-handoff-verification/SKILL.md
  • Scope drift → ../blender-scope-boundary-enforcer/SKILL.md

Non-goals

  • Run Blender.
  • Author the recipe.
  • Polish past the stop condition.

References

  • references/stop-condition-templates.md
  • references/out-of-scope-patterns.md
  • references/done-vs-perfect.md
  • ../../docs/skill-system.md

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.