
mascot-logo-reconstruction
Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.
- Installs
- 764
- Last 24h
- +21
- Trending rank
- #5702
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/roble3/cc-blender-skill --skill mascot-logo-reconstruction- 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 mascot-logo-reconstruction 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: Brand mascot/logo 3D reconstruction, exact part counts, texture-driven model matching, repeated “does not match reference” feedback, or full pipeline coordination across analysis, contour mesh, registration, UV fitting, validation, animation, and export.
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.
Mascot / Logo Reconstruction
This is the top-level skill for 1:1 brand mascot reconstruction. It chains the specialized skills and enforces stop/go gates.
Harmonization requirement
For mascot/logo work, use blender-skill-harmonizer first when multiple source types or validation failures are present. It sets canonical source policy and prevents conflicts between reconstruction, UV, fit-repair, lighting, export, and animation skills.
Skill chain
reference-analysis-validator— source inventory, manifest, part counts, masks.orthographic-registration— shared front/side/back/top coordinate contract.contour-to-mesh— structural meshes from measured silhouettes.atlas-uv-fitting— per-part texture/UV fitting.blender-materials/blender-lighting— only after geometry and UVs pass.reference-analysis-validatoragain — overlay gates before export.blender-export— export only after gates pass.blender-animation— only after static model is accepted.
Non-negotiable order
Static reference fidelity comes before animation and beauty rendering.
measure → manifest → contour meshes → depth registration → UV fit → overlay validation → export → animation
Hard gates
- expected structural part count equals Blender scene/export structural part count.
- front silhouette overlay passes threshold.
- face/features landmarks pass tolerance.
- side/back/top renders match their registered envelopes.
- texture atlas regions are mapped per part.
- optional aura/background is separated from base structural GLB.
Modeling guidance
- Treat mascots/logos as designed symbols, not natural objects. Symmetry is not guaranteed.
- Do not infer hidden leaves/petals from radial math.
- Avoid primitive-first construction when a silhouette exists.
- Use semantic object names and validation prints.
Source-manifest structural part invariant
Create exactly the structural parts declared by the source manifest. Extra background arcs, glow, aura, shadows, guide marks, and decorative rings are context/decor unless the manifest explicitly promotes them to structural geometry.
Front-plane rotation rule
In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the Y axis, not around Z. Use rotation_euler = (0, angle, 0) for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.
Output contract
Every final reconstruction folder should include:
reference_manifest.jsonregistration_report.jsonatlas_regions.jsonvalidation/front_mask_validation.jsonvalidation/front_overlay_reference.png- named
.blend - base
.glb - optional aura/context
.glb BUILD_NOTES.mdwith pass/fail gates
FAQ
What does the mascot-logo-reconstruction skill do?
Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.
How do I install mascot-logo-reconstruction?
Run npx skills add https://github.com/roble3/cc-blender-skill --skill mascot-logo-reconstruction 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/mascot-logo-reconstruction/ (personal) or .claude/skills/mascot-logo-reconstruction/ (project).
Which AI agents can use mascot-logo-reconstruction?
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 mascot-logo-reconstruction 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 mascot-logo-reconstruction?
It is published by roble3 in roble3/cc-blender-skill. It has 764 recorded installs.
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