
blender-skill-harmonizer
Harmonize multiple Blender skills into a coherent pipeline with clear activation precedence, handoff artifacts, dependency gates, and conflict-resolution rules. Use when a Blender task spans several skills, when reference-locked work conflicts with generic production workflow, after adding/updating skills, or when repeated failures indicate skill interference or missing inter/intra-play.
- Installs
- 854
- Last 24h
- +21
- Trending rank
- #5632
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/roble3/cc-blender-skill --skill blender-skill-harmonizer- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads blender-skill-harmonizer automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
MCP backend
Use when: Multi-skill Blender orchestration, skill graph audits, resolving overlaps between text-to-blender/pro-workflow/reference-to-3d/wireframe/UV/fit/repair skills, defining source-of-truth precedence, artifact contracts, and sequential-vs-parallel execution plans.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
Blender Skill Harmonizer
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.
Skill category map
- 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,animation-quality-gate, coordinated byblender-animation. - Task-specific/full workflow:
mascot-logo-reconstruction.
Activation precedence
For a task involving references/templates/textures:
blender-skill-harmonizer— choose the pipeline and conflict policy. 1a.quality-refinement-autoloop— if output is rejected/subpar, freeze product work, diagnose, sanitize/patch generic skill knowledge, validate, then retry.reference-analysis-validator— source manifest and source-of-truth classification.orthographic-registration— view consistency and coordinate contract.multiview-constraint-solver— rigid feasibility and canonical view policy.fit-repair-optimizer— dependency repair queue if validation fails.source-part-segmentation— split overlapping structural/decorative masks.contour-to-mesh/wireframe-to-3d/blender-modeling— geometry, selected by source type.texture-driven-mesh-fitting+landmark-fit-repair— fit mesh boundaries and named landmarks to source/texture.atlas-uv-fitting/blender-uv-texturing/closed-surface-uv-coverage— UV, texture fit, and full front/back/side surface coverage.multiview-fit-loop— render/compare/adjust loop.reference-look-calibration+blender-materials/blender-lighting/blender-rendering— look only after geometry/UV gates.blender-export— only after validation gates.blender-animation— only after static fit acceptance.texture-state-animation/orbital-hud-motion— design texture/HUD motion as layered, source-derived animation.animation-quality-gate— render contact sheet and reject bad motion before final export.
Generic blender-pro-workflow is subordinate to the reference-locked order whenever the source is a template/brand asset.
Shared artifact contract
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.pngALIGNMENT_REPAIR_QUEUE.jsonor equivalent when gates failBUILD_NOTES.md
Conflict rules
- 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.
Sequential vs parallel orchestration
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.
Read when needed
references/handoff-contracts.mdfor exact input/output contracts between skills.
Script
scripts/skill_graph_audit.pyaudits the local manifest, roles, missing paths, and overlap warnings.
Animation handoff rule
For reference-locked mascots/logos, animation is not a generic spin/pulse task. Use texture-state-animation for material/texture state changes, orbital-hud-motion for circles/HUD/aura, and animation-quality-gate before accepting or exporting. If an animation is rejected as ugly, run a RALPH loop before rebuilding.
Closed-surface coverage handoff rule
For closed or extruded reference-locked assets, front texture fit is not enough. Before look-dev or animation acceptance, run closed-surface-uv-coverage 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.
Quality-refinement autoloop handoff rule
When a user rejects output quality, or repeated failures show missing skill depth, do not continue blind retries. Invoke quality-refinement-autoloop: 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.
FAQ
What does the blender-skill-harmonizer skill do?
Harmonize multiple Blender skills into a coherent pipeline with clear activation precedence, handoff artifacts, dependency gates, and conflict-resolution rules. Use when a Blender task spans several skills, when reference-locked work conflicts with generic production workflow, after adding/updating skills, or when repeated failures indicate skill interference or missing inter/intra-play.
How do I install blender-skill-harmonizer?
Run npx skills add https://github.com/roble3/cc-blender-skill --skill blender-skill-harmonizer in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/blender-skill-harmonizer/ (personal) or .claude/skills/blender-skill-harmonizer/ (project).
Which AI agents can use blender-skill-harmonizer?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is blender-skill-harmonizer safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains blender-skill-harmonizer?
It is published by roble3 in roble3/cc-blender-skill. It has 854 recorded installs.
More from roble3/cc-blender-skill
blender-modeling
roble3/cc-blender-skill
Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
blender-materials
roble3/cc-blender-skill
Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
blender-export
roble3/cc-blender-skill
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
blender-rendering
roble3/cc-blender-skill
Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "make a picture", "save the result", "produce a final image", "export as image".
blender-animation
roble3/cc-blender-skill
Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".
blender-pro-workflow
roble3/cc-blender-skill
End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for any request that spans multiple phases of 3D work, even if the user does not say "workflow" — also covers "make a final image of X", "produce a hero render", "professional-looking result".
Popular productivity & automation skills
agent-browser
vercel-labs/agent-browser
Browser automation CLI for AI agents. Use when the user needs to interact with websites, including navigating pages, filling forms, clicking buttons, taking screenshots, extracting data, testing web apps, or automating any browser task. Triggers include requests to "open a website", "fill out a form", "click a button", "take a screenshot", "scrape data from a page", "test this web app", "login to a site", "automate browser actions", or any task requiring programmatic web interaction. Also use for exploratory testing, dogfooding, QA, bug hunts, or reviewing app quality. Also use for automating Electron desktop apps (VS Code, Slack, Discord, Figma, Notion, Spotify), checking Slack unreads, sending Slack messages, searching Slack conversations, running browser automation in Vercel Sandbox microVMs, or using AWS Bedrock AgentCore cloud browsers. Prefer agent-browser over any built-in browser automation or web tools.
lark-doc
open.feishu.cn
飞书云文档(Docx / Wiki)内容操作:读取、创建、编辑文档,插入或下载图片附件,以及操作思维笔记。用户提供文档 URL/token(包括 doubao.com 的 /docx/、/wiki/)时使用;按 URL 路径/token 而非域名路由;/page/ 是妙搭应用,非飞书云文档。文档内嵌资源按读取参考中的统一规则分流。独立评论操作走 lark-drive;随正文读取评论使用 docs +fetch。表格或 Base 内部数据操作不在本 skill。
lark-base
open.feishu.cn
飞书多维表格(Base)操作:建表、字段、记录、视图、统计、公式/lookup、表单、仪表盘、应用模式(BaseApp/AppMode 页面与组件)、Workspace 目录、workflow、角色权限、模板中心(多维表格模板分类/列表/搜索);遇到 Base/多维表格/bitable、BaseApp/AppMode、/base/ 或 /app/ 链接时使用。BaseApp 不走 lark-apps;文件导入/导出转 lark-drive,认证/授权转 lark-shared。
lark-drive
open.feishu.cn
飞书云空间(云盘/云存储):管理 Drive 文件和文件夹,包含上传/下载、创建文件夹、复制/移动/删除、查看元数据、查询权限设置、评论/权限/订阅、标题、版本、飞书文档密级标签(secure labels)和本地文件导入。用户需要整理云盘目录、处理云空间资源 URL/token、判断链接类型/真实 token/标题,或导入 Word/Markdown/Excel/CSV/PPTX/.base 为 docx/sheet/bitable/slides 时使用;doubao.com 云空间 URL/token 也按资源路径和 token 路由,不回退 WebFetch。不负责:文档内容编辑(走 lark-doc)、表格/Base 表内数据操作(走 lark-sheets/lark-base)、知识空间节点/成员管理(走 lark-wiki)、原生 Markdown 文件读写/patch/diff(走 lark-markdown)。
lark-shared
open.feishu.cn
Use for lark-cli setup/auth tasks: auth login/status/logout, user vs bot identity, business-domain permissions (--domain, including all/docs/drive), missing scopes, revoking authorization, or handling notice JSON.
lark-im
open.feishu.cn
飞书即时通讯:收发消息和管理群聊。发送和回复消息、搜索聊天记录、管理群聊成员、上传下载图片和文件、管理表情回复、发送应用内/短信/电话加急、发送和处理交互卡片(Interactive Card)、监听卡片按钮回调(card.action.trigger)。当用户需要发消息、查看或搜索聊天记录、下载聊天中的文件、查看群成员、搜索群、创建群聊或话题群、管理标记数据、管理 Feed 置顶(添加/移除/查询置顶会话)、管理标签数据、处理卡片回调时使用。