Skills for Real Engineers. Straight from my .agents directory.
blender-asset-qa
Agent skill fromEL4CTEO/blender-skills
Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting, floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, material/texture errors, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.
How to install blender-asset-qa
npx skills add EL4CTEO/blender-skills# or add only this skill to Claude Code: copy the folder
skills/blender-asset-qa/
# into
~/.claude/skills/blender-asset-qa/ (all projects)
.claude/skills/blender-asset-qa/ (one project)
1# Asset QA (review gate)23Never assume a generated or edited mesh is correct. Check it with numbers, then look at it.45## Procedure61. **Automated check**, passing one asset's objects together:7 `scripts/qa_check.py -- --objects Body Head Hat --profile game`8 Profiles: `game` (default), `render` (lenient), `print` (watertight required), `roblox` (20k tris/mesh, watertight, no n-gons, ≤4 influences).92. **Fix every `errors` entry** (table below), then re-run until `"pass": true`. Each warning must be either fixed or explicitly accepted, with the reason reported to the user.103. **Visual check, always**:11 - Live: MCP `look` with `mode="angles"` on the targets, once in `material`/`solid` shading and once in `wireframe`. Use `xray` for internals.12 - Headless: `scripts/review_shots.py -- --objects ... --mode random` (one color per object, which makes detached pieces obvious), then `--mode wire` for topology. Open the returned PNG.134. Report: tris per object, issues fixed, and remaining accepted warnings.1415## What each finding means → fix16| Finding | Cause | Fix |17|---|---|---|18| `zfighting` A<->B | two surfaces facing the same way within `--eps` (1 mm) that overlap | delete the hidden duplicate, or offset ≥ 2–5 mm along the normal, or boolean/merge them |19| `back_to_back` | faces touching with opposite normals (boxes glued face-to-face) | delete the hidden faces (wasted tris, bake artifacts) |20…
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