blender-skill-harmonizer — Claude Code skill: order your Blender
A meta-layer for a Blender skill stack: it sets activation precedence, handoff artifacts and conflict rules when one task pulls in several skills at once.
npx skills add RobLe3/cc-blender-skill --skill blender-skill-harmonizer -a claude-codeWhat blender-skill-harmonizer does
A pile of Blender skills tends to fight itself. One builds geometry from primitives, another from a contour, a third waits for locked UVs. Harmonizer untangles that. It lists every triggered skill and its intended output, looks for disagreements in coordinate systems, source hierarchy and object naming, then picks a single orchestrator and a single source of truth.
The work runs as a Merge → Consistency → Optimize → Store cycle. A category map covers top-level orchestrators, general production, reference reconstruction, UV and texturing, look calibration and animation. For reference or template work the order is fixed, and generic blender-pro-workflow steps aside whenever the source is a template or brand asset.
There is a script, scripts/skill_graph_audit.py, that checks the local manifest, roles, missing paths and overlap warnings. The skill also expects a shared set of files in the output folder: reference_manifest.json, registration_report.json, atlas_regions.json, validation reports and BUILD_NOTES.md. Before the first Blender call you have to read ../text-to-blender/references/mcp-backends.md and commit to one MCP backend for the whole task. Skip that and the tool names in the recipes will not line up with your client.
What it helps with
- settle a conflict between skills that build geometry different ways
- set activation order for a task spanning several Blender skills
- find overlaps and broken paths in a local skill manifest
- pin down handoff artifacts between pipeline stages
- trace why repeated runs keep failing at the same step
Example prompts for the agent
- Build a pipeline from my Blender skills for mascot reconstruction from a reference and show the activation order
- Run a skill graph audit and list overlaps and missing paths in the manifest
- reference-to-3d and blender-pro-workflow are colliding on this task — resolve it with the harmonizer rules
How to install blender-skill-harmonizer
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill blender-skill-harmonizer -a claude-code2Manually: put the files in place
~/.claude/skills/blender-skill-harmonizer/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/blender-skill-harmonizer/
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill blender-skill-harmonizer -a codex2Manually: put the files in place
.agents/skills/blender-skill-harmonizer/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill blender-skill-harmonizer -a cursor2Manually: put the files in place
.cursor/skills/blender-skill-harmonizer/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install RobLe3/cc-blender-skill blender-skill-harmonizer2Manually: put the files in place
.github/skills/blender-skill-harmonizer/SKILL.md1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill blender-skill-harmonizer -a gemini-cli2Platform CLI
gemini skills install https://github.com/RobLe3/cc-blender-skill --path plugin/skills/blender-skill-harmonizerManually: put the files in place
.devin/skills/blender-skill-harmonizer/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill blender-skill-harmonizer -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about blender-skill-harmonizer
How do I install blender-skill-harmonizer in Claude?
Run npx skills add RobLe3/cc-blender-skill --skill blender-skill-harmonizer -a claude-code. The skill lands at ~/.claude/skills/blender-skill-harmonizer/SKILL.md.
What does blender-skill-harmonizer do?
It folds several Blender skills into one pipeline: activation precedence, artifact contracts and conflict-resolution rules. It also audits the skill graph with scripts/skill_graph_audit.py.
What has to be in place before the first run?
Read ../text-to-blender/references/mcp-backends.md and pick an MCP backend, preferring the official one for shared capabilities. That choice holds for the whole task, otherwise recipe tool names will not match your client.
Source text
SKILL.md · MIT
--- name: blender-skill-harmonizer description: 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. allowed-tools: Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info mcp__blender__get_objects_summary mcp__blender__get_object_detail_summary mcp__blender__render_viewport_to_path mcp__blender__search_api_docs mcp__blender_official__execute_blender_code mcp__blender_official__get_objects_summary mcp__blender_official__get_object_detail_summary mcp__blender_official__render_viewport_to_path mcp__blender_official__search_api_docs --- ## 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](../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: 1. **Merge:** list all triggered skills and their intended outputs. 2. **Consistency:** detect conflicts in assumptions, coordinate systems, source hierarchy, object naming, or validation gates. 3. **Optimize:** choose one orchestrator, one source-of-truth policy, and a staged/parallel execution plan. 4. **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 by `blender-animation`. - **Task-specific/full workflow:** `mascot-logo-reconstruction`. ## Activation precedence For a task involving references/templates/textures: 1. `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. 2. `reference-analysis-validator` — source manifest and source-of-truth classification. 3. `orthographic-registration` — view consistency and coordinate contract. 4. `multiview-constraint-solver` — rigid feasibility and canonical view policy. 5. `fit-repair-optimizer` — dependency repair queue if validation fails. 6. `source-part-segmentation` — split overlapping structural/decorative masks. 7. `contour-to-mesh` / `wireframe-to-3d` / `blender-modeling` — geometry, selected by source type. 8. `texture-driven-mesh-fitting` + `landmark-fit-repair` — fit mesh boundaries and named landmarks to source/texture. 9. `atlas-uv-fitting` / `blender-uv-texturing` / `closed-surface-uv-coverage` — UV, texture fit, and full front/back/side surface coverage. 10. `multiview-fit-loop` — render/compare/adjust loop. 11. `reference-look-calibration` + `blender-materials` / `blender-lighting` / `blender-rendering` — look only after geometry/UV gates. 12. `blender-export` — only after validation gates. 13. `blender-animation` — only after static fit acceptance. 14. `texture-state-animation` / `orbital-hud-motion` — design texture/HUD motion as layered, source-derived animation. 15. `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.json` - `registration_report.json` - `atlas_regions.json` - `validation/multiview_fit_report.json` - `validation/*_overlay.png` - `ALIGNMENT_REPAIR_QUEUE.json` or equivalent when gates fail - `BUILD_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: 1. source conflict / multiview rigidity 2. structural part count 3. front geometry 4. multiview geometry 5. UV/material texture fit 6. lighting/look 7. 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.md` for exact input/output contracts between skills. ## Script - `scripts/skill_graph_audit.py` audits 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.
© RobLe3 · MIT · RobLe3/cc-blender-skill