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Blender Asset Qa

Community
EL4CTEO
blender-asset-qa

Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting (coplanar overlaps), floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-asset-qa
Stars
426
Forks
39
Bundled files
3
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Asset Qa AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-asset-qa
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-asset-qa .claude/skills/blender-asset-qa
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Asset Qa in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Asset Qa on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Asset Qa is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Asset QA (review gate)

Never assume a generated or edited mesh is correct. Check it with numbers, then look at it.

Procedure

  1. Automated check, passing one asset's objects together: scripts/qa_check.py -- --objects Body Head Hat --profile game Profiles: game (default), render (lenient), print (watertight required), roblox (20k tris/mesh, watertight, no n-gons, ≤4 influences).
  2. 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.
  3. Visual check, always:
    • Live: MCP look with mode="angles" on the targets, once in material/solid shading and once in wireframe. Use xray for internals.
    • 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.
  4. Report: tris per object, issues fixed, and remaining accepted warnings.

What each finding means → fix

FindingCauseFix
zfighting A<->Btwo surfaces facing the same way within --eps (1 mm) that overlapdelete the hidden duplicate, or offset ≥ 2–5 mm along the normal, or boolean/merge them
back_to_backfaces touching with opposite normals (boxes glued face-to-face)delete the hidden faces (wasted tris, bake artifacts)
floatingisland/object not touching any other part within --tolmove it to make contact (snap), bridge it, or join and merge. If floating is intended (sparks, UI), check it separately
enclosedpart fully inside another, not touching (eyes, internal mechanics)usually fine. Confirm it's intended
inside_out_islandsclosed part with normals pointing inmesh.normals_make_consistent(inside=False) on that part
inconsistent_normals_edgesneighbouring faces wound in opposite directionsrecalc normals; if it persists, look for non-manifold seams
nonmanifold_edges / wire_edges>2 faces per edge, or stray edgesdissolve/delete the extra faces; delete_loose
boundary_edgesopen holes (bad for print/Roblox/bakes)fill (fill_holes/edge_face_add) or cap
degenerate_faces / zero_length_edgescollapsed geometrydissolve_degenerate(threshold=1e-4)
duplicate_vertsunwelded seamsremove_doubles(threshold=1e-4) (Merge by Distance); check UV seams after
ngonsfaces with >4 sidestriangulate/quadrangulate locally; n-gons are fine only on flat hard-surface faces that never deform
unapplied/negative scaleobject transformtransform_apply(rotation=True, scale=True); negative scale flips normals on export
uv_maps: 0 / zero-area UV / overlapmissing or bad unwrapblender-retopology-uv
unweighted / >4 influencesskinningblender-character-rigging (weights_check.py)
ground_z ≠ 0asset floats or sinksmove the origin to the bottom and set z = 0 (props)

Manual checks the script can't fully judge

  • Silhouette and proportions at the target camera distance. Compare with references and real-world size (ob.dimensions).
  • Shading artifacts: smoothing on hard edges (needs sharp edges/weighted normals), and pinching at poles on curved surfaces.
  • Intersections that look wrong (a leg clipping a seat), even though they're "attached".
  • Interior/hidden geometry that wastes tris (use xray).
  • Deformation: pose the rig at extremes (elbow 140°, knee 150°, shoulder raised) and look for collapsing volume.
  • Material assignment: every face has the intended material, with no default grey slots.

Tuning

  • --eps is the z-fight distance. Raise it to 0.005 for large environment scenes, and lower it to 0.0002 for tiny jewelry.
  • --tol is the contact tolerance for detached parts. Raise it for chunky kitbash.
  • --no-modifiers checks the base mesh. By default the evaluated (modifier) result is checked, which is what gets exported.
  • Above --max-tris (300k), the z-fight and floating checks are skipped. Check high-poly sources per part instead.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Asset Qa AI skill do?

Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting (coplanar overlaps), floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.

Why use Blender Asset Qa on TypingMind?

Because you install it once and use it with any model. Blender Asset Qa is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Asset Qa in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-asset-qa. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Asset Qa?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Asset Qa?

As many as you like. As long as a model supports skills, you can use Blender Asset Qa with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Asset Qa AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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