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full-aigc-pluginsfull-aigc-plugins/blender-design-plugin/skills/blender-quality-validation/SKILL.md

blender-quality-validation

Skill4 starsChanged 21 days agoApache-2.0View on GitHub

Measure Blender geometry, character, prop, collision, motion, and camera acceptance criteria against explicit objects, frames, proxies, and tolerances.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use only explicit targets and intent supplied by the task: objects, armature bones, frame intervals, contact points, collision proxies and …

    line 8
  2. Very specific:

    Run the relevant validation.* checks and return the measured value, affected object or bone, frame range, limit and pass/fail result.

    line 10

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Blender quality validation

Use only explicit targets and intent supplied by the task: objects, armature bones, frame intervals, contact points, collision proxies and numeric limits. Do not infer every performance intention from scene geometry.

Run the relevant validation.* checks and return the measured value, affected object or bone, frame range, limit and pass/fail result. Character work commonly combines limb length, planted-foot drift, prop handoff and floor penetration; camera work adds visibility and motion-discontinuity checks.

Technical thresholds are necessary but do not replace visual review. After numeric checks, inspect silhouette, balance, contact readability and composition. If a check lacks a required proxy or frame interval, identify that exact missing input; do not silently broaden the target set.

什么时候使用(When to Use)

任务给出几何、角色、道具、碰撞、运动或相机的可测验收标准,需要形成通过/失败证据时使用。

输入与前置条件(Prerequisites)

  • 显式目标对象、骨骼、帧区间、接触点、代理体、单位和容差。
  • 验收标准必须来自任务或批准 brief;缺少意图时不得自行推导阈值。

执行流程(Workflow)

Step 1. 将每条标准映射到具体 validation.* 检查及输入。 Step 2. 固定场景修订和帧区间,运行检查并保存原始测量值。 Step 3. 对失败项定位对象、骨骼和帧,不扩大目标集合。 Step 4. 数值检查后补充轮廓、平衡、接触和构图的视觉审阅。 Step 5. 输出逐项 PASS、FAIL 或 UNVERIFIED,并说明缺失输入。

验证与交付证据(Validation)

每项包含检查名、目标、修订、帧区间、测量值、单位、阈值、容差、状态和预览引用。

Rules 与能力边界(不适用场景)

技术阈值不能替代审美接受;无代理体或帧区间时必须标记 UNVERIFIED,不得默认通过。

Gotchas(常见问题与恢复)

  • 单位错误:回到场景单位和对象 scale 后重测。
  • 目标不存在:停止该项并报告准确名称。
  • 边界帧漏检:扩充明确采样点,但不得超出批准帧区间。

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