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

blender-retopology

Skill4 starsChanged 21 days agoApache-2.0View on GitHub

Set up, project, transfer data layers for, and validate editable retopology surfaces against source meshes using registered retopo commands.

2 other projects use a version of this.

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We split this skill into the rules it gives an agent

3 rules. About 0 are common, 0 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Use retopo.setup_surface to create a real, editable mesh surface from a source object.

    line 8
  2. Very specific:

    Use retopo.project to snap retopo vertices onto the source mesh surface via nearest-point projection.

    line 10
  3. Very specific:

    Use retopo.validate to check topology quality against maxDeviation and maxPoleValence thresholds.

    line 12

≈ “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

Editable retopology

Use retopo.setup_surface to create a real, editable mesh surface from a source object. The result is ordinary mesh data with no modifier stack dependency — vertex and face data can be edited directly in Blender's standard mesh tools.

Use retopo.project to snap retopo vertices onto the source mesh surface via nearest-point projection. The projection writes directly to vertex coordinates; no Shrinkwrap modifier is applied. Use retopo.transfer_layers to copy vertex groups and color attributes from source to target by nearest-vertex mapping.

Use retopo.validate to check topology quality against maxDeviation and maxPoleValence thresholds. When thresholds are exceeded, the result enters a 'handover' state with an explicit handover: true flag and descriptive issues — this means human editing is required, not that the automatic result is acceptable.

Honesty about automatic results. Voxel remesh and Quadriflow produce automatic topology. These are not professional hand-retopology and must not be described or presented as such. Any result from retopo.setup_surface + retopo.project is a starting point that requires human review and editing for production use.

Save/reopen preservation. Mesh data created by retopo commands is standard Blender mesh data. It survives save/reopen cycles including vertex groups, color attributes, and vertex positions. Validate after reopening to confirm data integrity.

什么时候使用(When to Use)

高密度源网格需要可编辑低模起点、表面投射、数据层传递与阈值验收时使用。

输入与前置条件(Prerequisites)

  • 指定源网格、目标面数或密度、最大偏差、最大极点 valence 和需传递的数据层。
  • 明确自动结果只是起点,生产角色拓扑仍需人工编辑与审核。

执行流程(Workflow)

Step 1. 检查源网格变换、法线与拓扑,创建独立可编辑目标表面。 Step 2. 投射目标顶点到源表面并记录实际偏差。 Step 3. 按最近顶点传递已声明顶点组和颜色属性。 Step 4. 运行阈值验证;超限时设置 handover,而不是伪造通过。 Step 5. 保存重开并复核顶点、面、数据层和位置完整性。

验证与交付证据(Validation)

报告源/目标对象、顶点面数、最大/平均偏差、极点统计、传递层、handover 状态和重开结果。

Rules 与能力边界(不适用场景)

Voxel Remesh 与 Quadriflow 不是专业手工 retopo;投射结果不自动满足变形流线、UV 或生产质量。

Gotchas(常见问题与恢复)

  • 偏差超限:定位区域并交由人工编辑,不反复自动重拓扑碰运气。
  • 数据层缺失:核对源层名称与映射范围。
  • 重开不一致:停止交付并从保存前快照复查序列。

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