reference-analysis-validator
/reference-analysis-validator
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.
- Author
- roble3 ↗
- Repository
- cc-blender-skill ↗
- Licence
- MIT
- Last repository change
- 12.10.2026
Assessment and security
- Files in this package
- 4
- Scripts
- 2
- HTML comments
- 0
- URLs in SKILL.md
- 0
No signals detected. Repository changed on 12.10.2026, without references to retired models or APIs.
MIT, open: use and modify while retaining author attribution.
- 2 scripts in this package. Review them before installing, as Claude may execute them.
Scripts: scripts/reference_manifest_compiler.py, scripts/render_overlay_validator.py
What it does and when to use it
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.
Original author description
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.
How it works
- MCP backend
- Required outputs
- Workflow
- Modality rule
- Default validation gates
- Failure policy
- Read when needed
- Sources distilled
SKILL.md preview
--- name: reference-analysis-validator description: Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP. 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: Any 1:1 reference/model validation task involving masks, overlays, part counts, centroids, bounding boxes, SSIM/IoU, source manifests, or fail-before-export gates. 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. # Reference Analysis Validator This skill converts “looks close” into measurable gates. For brand/logo/mascot work, **do not model or export until a source manifest and validation thresholds exist**. ## Required outputs Create these in the asset output folder: - `reference_manifest.json` — classified source files, expected parts, thresholds. - `source_analysis/*.json` — image metadata, masks/components/landmarks. - `validation/front_overlay_reference.png` — reference and render overlay. - `validation/front_mask_validation.json` — IoU/SSIM/bbox/centroid report. ## Workflow 1. Classify sources: front, side, back, top, texture atlas, decals, maps, lightmap, aura/context. 2. Build/refresh `reference_manifest.json` with hard expected counts and view roles. 3. Extract masks/components from each source using `scripts/reference_manifest_compiler.py` or existing analyzers. 4. Render model from matching orthographic camera with reference planes hidden. 5. Compare reference mask vs render mask using `scripts/render_overlay_validator.py`. 6. Refuse final export if hard gates fail. ## Modality rule Compare like with like. A wireframe edge mask compared against a shaded beauty render gives misleadingly low IoU. For hard gates, render a flat silhouette/matte pass from Blender or compare reference edges to render edges. Use `render_overlay_validator.py --reference-mode ... --render-mode ...` when the source and render need different mask extraction modes. ## Default validation gates - primary structural part count: exact. - front silhouette IoU: target >= 0.90 for rigid/logotype shapes; >= 0.82 acceptable for first mascot reconstruction pass. - bbox center drift: <= 12 px at 1024 px validation size. - bbox size drift: <= 3% of image dimension. - face/eye/smile landmark drift: <= 2% of image dimension when landmarks are defined. ## Failure policy If a repeated mismatch occurs, record the measured failure, then route to the missing specialty skill: - wrong silhouette → `contour-to-mesh` - wrong depth/side/back → `orthographic-registration` - wrong textures → `atlas-uv-fitting` - wrong whole workflow → `mascot-logo-reconstruction` ## Read when needed - `references/metrics-and-thresholds.md` for metric definitions and recommended gates. ## Sources distilled Official/library docs to prefer while extending this skill: - OpenCV contour features: moments, area, perimeter, bounding rectangles. - OpenCV shape matching / Hu moments. - OpenCV homography and geometric transforms. - scikit-image SSIM for perceptual comparison.
Files in this package (4)
- SKILL.md 4 KB
- references/metrics-and-thresholds.md 2 KB
- scripts/reference_manifest_compiler.py 5 KB
- scripts/render_overlay_validator.py 4 KB
Versions
| Repository | Score | Licence |
|---|---|---|
| This page · roble3/cc-blender-skill | 100 | MIT |
| CheshireJCat/blender | 90 | MIT |
Database snapshot: 13.11.2026 · package version 872fec17674a (SHA-256 digest of the entire package)
Downloads in the last 30 days: 0 · ranking
Report a problem with this skill: harmful content, incorrect descriptions or an author’s removal request.
Similar skills
- 100reference-to-3d
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model… - 100reference-to-3d
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model… - 100reference-to-3d
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model… - 100source-part-segmentation
Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair. - 100mascot-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. - 100texture-workflow
Production texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.