blender-skill-harmonizer
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ChineseBlender Skill Harmonizer
Blender技能协调器
This is the meta-layer for the Blender skill stack. It prevents independently useful skills from producing incoherent work when combined.
Use a Merge → Consistency → Optimize → Store cycle:
- Merge: list all triggered skills and their intended outputs.
- Consistency: detect conflicts in assumptions, coordinate systems, source hierarchy, object naming, or validation gates.
- Optimize: choose one orchestrator, one source-of-truth policy, and a staged/parallel execution plan.
- Store: write the chosen plan and durable lessons into project docs/memory.
这是Blender技能栈的元层,用于防止各自独立的实用技能在组合使用时产生不一致的成果。
采用合并→一致性检查→优化→存储循环:
- 合并: 列出所有触发的技能及其预期输出。
- 一致性检查: 检测假设、坐标系、源层级、对象命名或验证关卡中的冲突。
- 优化: 选择一个编排器、一个事实源策略,以及一个分阶段/并行执行计划。
- 存储: 将选定的计划和可复用经验写入项目文档/内存。
Skill category map
技能类别映射
- Top-level orchestrators: ,
text-to-blender,quality-refinement-autoloop.mascot-logo-reconstruction - General production: ,
blender-pro-workflow,blender-modeling,blender-materials,blender-lighting,blender-cameras,blender-rendering,blender-animation.blender-export - Reference reconstruction: ,
reference-to-3d,wireframe-to-3d,reference-analysis-validator,source-part-segmentation,orthographic-registration,multiview-constraint-solver,contour-to-mesh,texture-driven-mesh-fitting,landmark-fit-repair,multiview-fit-loop.fit-repair-optimizer - Texture/UV: ,
blender-uv-texturing,atlas-uv-fitting.closed-surface-uv-coverage - Look calibration: .
reference-look-calibration - Animation/motion design: ,
texture-state-animation,orbital-hud-motion, coordinated byanimation-quality-gate.blender-animation - Task-specific/full workflow: .
mascot-logo-reconstruction
- 顶层编排器: ,
text-to-blender,quality-refinement-autoloop。mascot-logo-reconstruction - 通用生产: ,
blender-pro-workflow,blender-modeling,blender-materials,blender-lighting,blender-cameras,blender-rendering,blender-animation。blender-export - 参考重建: ,
reference-to-3d,wireframe-to-3d,reference-analysis-validator,source-part-segmentation,orthographic-registration,multiview-constraint-solver,contour-to-mesh,texture-driven-mesh-fitting,landmark-fit-repair,multiview-fit-loop。fit-repair-optimizer - 纹理/UV: ,
blender-uv-texturing,atlas-uv-fitting。closed-surface-uv-coverage - 外观校准: 。
reference-look-calibration - 动画/动态设计: ,
texture-state-animation,orbital-hud-motion,由animation-quality-gate协调。blender-animation - 特定任务/完整工作流: 。
mascot-logo-reconstruction
Activation precedence
激活优先级
For a task involving references/templates/textures:
- — choose the pipeline and conflict policy. 1a.
blender-skill-harmonizer— if output is rejected/subpar, freeze product work, diagnose, sanitize/patch generic skill knowledge, validate, then retry.quality-refinement-autoloop - — source manifest and source-of-truth classification.
reference-analysis-validator - — view consistency and coordinate contract.
orthographic-registration - — rigid feasibility and canonical view policy.
multiview-constraint-solver - — dependency repair queue if validation fails.
fit-repair-optimizer - — split overlapping structural/decorative masks.
source-part-segmentation - /
contour-to-mesh/wireframe-to-3d— geometry, selected by source type.blender-modeling - +
texture-driven-mesh-fitting— fit mesh boundaries and named landmarks to source/texture.landmark-fit-repair - /
atlas-uv-fitting/blender-uv-texturing— UV, texture fit, and full front/back/side surface coverage.closed-surface-uv-coverage - — render/compare/adjust loop.
multiview-fit-loop - +
reference-look-calibration/blender-materials/blender-lighting— look only after geometry/UV gates.blender-rendering - — only after validation gates.
blender-export - — only after static fit acceptance.
blender-animation - /
texture-state-animation— design texture/HUD motion as layered, source-derived animation.orbital-hud-motion - — render contact sheet and reject bad motion before final export.
animation-quality-gate
Generic is subordinate to the reference-locked order whenever the source is a template/brand asset.
blender-pro-workflow对于涉及参考/模板/纹理的任务:
- —— 选择工作流和冲突策略。 1a.
blender-skill-harmonizer—— 如果输出被拒绝/质量不佳,冻结产品工作,诊断问题,清理/修补通用技能知识,验证后重试。quality-refinement-autoloop - —— 源清单和事实源分类。
reference-analysis-validator - —— 视图一致性和坐标系约定。
orthographic-registration - —— 刚性可行性和标准视图策略。
multiview-constraint-solver - —— 验证失败时的依赖修复队列。
fit-repair-optimizer - —— 拆分重叠的结构/装饰蒙版。
source-part-segmentation - /
contour-to-mesh/wireframe-to-3d—— 几何建模,根据源类型选择。blender-modeling - +
texture-driven-mesh-fitting—— 使网格边界和命名地标与源/纹理匹配。landmark-fit-repair - /
atlas-uv-fitting/blender-uv-texturing—— UV、纹理匹配,以及完整的正面/背面/侧面覆盖。closed-surface-uv-coverage - —— 渲染/对比/调整循环。
multiview-fit-loop - +
reference-look-calibration/blender-materials/blender-lighting—— 仅在几何/UV关卡通过后进行外观调整。blender-rendering - —— 仅在验证关卡通过后执行。
blender-export - —— 仅在静态匹配通过验收后执行。
blender-animation - /
texture-state-animation—— 将纹理/HUD动效设计为分层的、源自参考的动画。orbital-hud-motion - —— 渲染联系表,在最终导出前拒绝不良动效。
animation-quality-gate
当源为模板/品牌资产时,通用服从参考锁定的顺序。
blender-pro-workflowShared artifact contract
共享工件约定
Every non-trivial multi-skill pipeline should keep these files in the output folder:
reference_manifest.jsonregistration_report.jsonatlas_regions.jsonvalidation/multiview_fit_report.jsonvalidation/*_overlay.png- or equivalent when gates fail
ALIGNMENT_REPAIR_QUEUE.json BUILD_NOTES.md
每个非 trivial 的多技能工作流应在输出文件夹中保留以下文件:
reference_manifest.jsonregistration_report.jsonatlas_regions.jsonvalidation/multiview_fit_report.jsonvalidation/*_overlay.png- 关卡失败时的或等效文件
ALIGNMENT_REPAIR_QUEUE.json BUILD_NOTES.md
Conflict rules
冲突规则
- Source conflict beats implementation. If templates disagree, stop claiming final fit and write a conflict report.
- Front-view brand read beats side/back/top unless canonical policy says otherwise.
- Reference-locked geometry beats generic modeling. Do not primitive-first rebuild after a contour/source mask exists.
- UV/texture fit waits for geometry lock. Texture audit may run in parallel, but final UV assignment waits.
- Lighting/look waits for material and camera lock. Do not tune lights to compensate for wrong geometry.
- Export waits for validation. No final GLB without pass/fail reports.
- 源冲突优先于实现。 如果模板不一致,停止声称完成匹配并撰写冲突报告。
- 除非标准策略另有规定,品牌正面可读性优先于侧面/背面/顶面。
- 参考锁定的几何优先于通用建模。 存在轮廓/源蒙版后,不要从基础几何体重新构建。
- UV/纹理匹配需等待几何锁定。 纹理审核可并行运行,但最终UV分配需等待。
- 灯光/外观调整需等待材质和相机锁定。 不要通过调整灯光来补偿错误的几何。
- 导出需等待验证。 没有通过/失败报告,不得生成最终GLB文件。
Sequential vs parallel orchestration
串行与并行编排
Sequential gates:
- source conflict / multiview rigidity
- structural part count
- front geometry
- multiview geometry
- UV/material texture fit
- lighting/look
- export/animation
Parallel lanes allowed after their blockers clear:
- atlas region classification can run while geometry is being repaired;
- lighting reference statistics can run while UVs are being prepared;
- export target checks can run while visual validation is pending;
- validation tooling improvements can run anytime, but must not mutate product geometry.
串行关卡:
- 源冲突/多视图刚性
- 结构部件数量
- 正面几何
- 多视图几何
- UV/材质纹理匹配
- 灯光/外观
- 导出/动画
在 blockers 清除后允许并行的环节:
- 图集区域分类可在几何修复时运行;
- 灯光参考统计可在UV准备时运行;
- 导出目标检查可在视觉验证待处理时运行;
- 验证工具改进可随时运行,但不得修改产品几何。
Read when needed
必要时阅读
- for exact input/output contracts between skills.
references/handoff-contracts.md
- 了解技能间确切的输入/输出约定。
references/handoff-contracts.md
Script
脚本
- audits the local manifest, roles, missing paths, and overlap warnings.
scripts/skill_graph_audit.py
- 审核本地清单、角色、缺失路径和重叠警告。
scripts/skill_graph_audit.py
Animation handoff rule
动画交接规则
For reference-locked mascots/logos, animation is not a generic spin/pulse task. Use for material/texture state changes, for circles/HUD/aura, and before accepting or exporting. If an animation is rejected as ugly, run a RALPH loop before rebuilding.
texture-state-animationorbital-hud-motionanimation-quality-gate对于参考锁定的吉祥物/标志,动画不是通用的旋转/脉动任务。使用处理材质/纹理状态变化,处理圆形/HUD/光环,在验收或导出前使用。如果动画因效果不佳被拒绝,在重建前运行RALPH循环。
texture-state-animationorbital-hud-motionanimation-quality-gateClosed-surface coverage handoff rule
闭合曲面覆盖交接规则
For closed or extruded reference-locked assets, front texture fit is not enough. Before look-dev or animation acceptance, run to verify that front cap, back cap, and sidewall surfaces each have explicit UV/generated/procedural coverage. Curves, planes, HUD, and aura elements are accents only and do not count as surface texture fill.
closed-surface-uv-coverage对于闭合或挤出的参考锁定资产,仅正面纹理匹配是不够的。在外观开发或动画验收前,运行验证正面盖、背面盖和侧壁表面各自是否有明确的UV/生成/程序化覆盖。曲线、平面、HUD和光环元素仅为装饰,不算作表面纹理填充。
closed-surface-uv-coverageQuality-refinement autoloop handoff rule
质量优化自动循环交接规则
When a user rejects output quality, or repeated failures show missing skill depth, do not continue blind retries. Invoke : preserve the baseline, capture evidence, classify failure dimension, decide whether existing skills are sufficient, sanitize any new lesson into generic skill guidance, validate the skill stack, then repair the artifact. Publication prep is only done on explicit user request.
quality-refinement-autoloop当用户拒绝输出质量,或重复失败表明技能深度不足时,不要继续盲目重试。调用:保留基线,收集证据,分类失败维度,判断现有技能是否足够,将新经验整合到通用技能指南中,验证技能栈,然后修复工件。仅在用户明确请求时才进行发布准备。
quality-refinement-autoloop