MCPInstall

quality-refinement-autoloop

Run a self-refinement loop when a Blender result is subpar, user expectations are not met, validation fails, or repeated issues reveal missing skill depth. The loop diagnoses the gap, decides whether to repair the artifact or acquire/refine a generic skill, sanitizes lessons for reusable publication, updates docs/versioning, validates, and prepares stage/commit/push when explicitly requested.

Installs
806
Last 24h
+22
Trending rank
#5488
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/roble3/cc-blender-skill --skill quality-refinement-autoloop
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads quality-refinement-autoloop automatically when relevant.

  3. 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: Subpar output, user rejects quality, repeated Blender failure, RALPH loop, skill gap diagnosis, autonomous skill refinement, sanitized skill contribution, release prep, docs/version bump, staged commit and push workflow.

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.

Quality Refinement Autoloop

Use this when the user says the result is wrong, ugly, not aligned, not textured, not animated, not exportable, or otherwise below expectation. The goal is not to keep tweaking blindly. The goal is to convert failure into a reusable, generic skill improvement before trying again.

Autoloop phases

0. Freeze and preserve

  • Stop making product changes immediately.
  • Preserve the last accepted baseline and the failed artifact.
  • Name the failed branch/version honestly; do not overwrite accepted outputs.

1. Evidence capture

Collect the smallest evidence set that proves the failure:

  • user feedback quote or summary;
  • source/reference files used;
  • current output path/version;
  • relevant render/contact sheet/overlay/audit report;
  • scene/material/object inventory if the failure is inside Blender.

2. Diagnose failure dimension

Classify the primary gap:

  • geometry / silhouette / landmarks;
  • multiview/depth consistency;
  • UV / atlas / texture fit;
  • closed surface coverage (front/back/side);
  • look/material/lighting calibration;
  • animation/motion/export truth;
  • orchestration/handoff between skills;
  • missing validator or missing deterministic helper script.

3. Skill-gap decision

Ask: does the current skill stack already contain a generic method for this failure?

  • If yes: run the existing skill and repair the artifact.
  • If no: add/refine a generic skill first, then repair.
  • If repeated failures come from skill interplay, update the harmonizer/handoff rule, not just a leaf skill.

4. Sanitize the lesson

Before writing a skill change:

  • remove project/client/asset names;
  • remove secrets, raw logs, private paths, personal data, and copyrighted source content;
  • keep only reusable method, gates, scripts, and failure patterns;
  • describe inputs/outputs generically;
  • prefer deterministic scripts for fragile audits.

5. Patch skill stack

Apply the smallest publishable change:

  • one concise skill or one concise section in an existing skill;
  • optional helper script if the validation is repeatable;
  • harmonizer update if ordering/handoff changed;
  • manifest entry/version update.

6. Validate skill change

Required checks:

  • scripts compile;
  • manifest paths exist;
  • skill graph audit passes with harmonizer present;
  • sanitizer scan passes for project-specific terms;
  • if applicable, run the new helper against the failed artifact and save a report.

7. Repair product only after skill gate

Rebuild or repair from the correct baseline using the improved skill. Do not reuse rejected outputs unless explicitly marked as source evidence.

8. Release prep when requested

Only when the user asks to publish/commit/push:

  1. fetch latest remote and confirm local branch is up to date;
  2. resolve/harmonize conflicts before staging;
  3. bump version using semver appropriate to scope;
  4. update README / plugin README / CHANGELOG / VERSIONING when relevant;
  5. run sanitizer and compile/audit checks;
  6. stage, commit, and push using the configured remote.

Hard rules

  • Do not bake task-specific examples into public skills.
  • Do not call overlay curves/planes “texture coverage” unless the real mesh surface also passes coverage gates.
  • Do not tune lighting/materials to hide geometry or UV failures.
  • Do not claim export support if the effect exists only in Blender Python or a render sequence.
  • Do not push without an explicit user request and an up-to-date remote check.

Recommended artifacts

Save these near the project output when running the loop:

  • RALPH_OR_QUALITY_LOOP_REPORT.md
  • failure_evidence/ or references to existing renders/reports
  • skill_gap_decision.json
  • sanitization_report.json
  • validation_report.json

Scripts

  • scripts/ralph_autoloop_plan.py creates a generic failure-classification and loop plan from feedback/artifact hints.
  • scripts/sanitize_skill_contributions.py scans skill files for project-specific or private terms before publication.
  • scripts/release_readiness_check.py performs lightweight manifest/docs/version/path checks before commit/push.

FAQ

What does the quality-refinement-autoloop skill do?

Run a self-refinement loop when a Blender result is subpar, user expectations are not met, validation fails, or repeated issues reveal missing skill depth. The loop diagnoses the gap, decides whether to repair the artifact or acquire/refine a generic skill, sanitizes lessons for reusable publication, updates docs/versioning, validates, and prepares stage/commit/push when explicitly requested.

How do I install quality-refinement-autoloop?

Run npx skills add https://github.com/roble3/cc-blender-skill --skill quality-refinement-autoloop 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/quality-refinement-autoloop/ (personal) or .claude/skills/quality-refinement-autoloop/ (project).

Which AI agents can use quality-refinement-autoloop?

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 quality-refinement-autoloop 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 quality-refinement-autoloop?

It is published by roble3 in roble3/cc-blender-skill. It has 806 recorded installs.

More from roble3/cc-blender-skill

View all →

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.

Media & Creative2.3K installs

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).

1.7K installs

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".

Media & Creative1.4K installs

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".

Media & Creative1.4K installs

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".

Frontend & Design1.3K installs

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 code quality & workflow skills

View category →

grill-me

mattpocock/skills

A relentless interview to sharpen a plan or design.

Scan a codebase for deepening opportunities, present them as a visual HTML report, then grill through whichever one you pick.

handoff

mattpocock/skills

Compact the current conversation into a handoff document for another agent to pick up.

domain-modeling

mattpocock/skills

Build and sharpen a project's domain model. Use when discussing codebase terminology, writing or editing a GLOSSARY.md, or recording or editing an ADR.

codebase-design

mattpocock/skills

Shared vocabulary for designing deep modules. Use when the user wants to design or improve a module's interface, find deepening opportunities, decide where a seam goes, make code more testable or AI-navigable, or when another skill needs the deep-module vocabulary.

diagnosing-bugs

mattpocock/skills

Diagnosis loop for hard bugs and performance regressions. Use when the user says "diagnose"/"debug this", or reports something broken/throwing/failing/slow.