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mascot-logo-reconstruction

该 Skill 按测量、清单、轮廓网格、深度配准、UV 拟合、叠加验证、导出、动画的顺序编排 Blender 重建流程,并设置结构部件数、轮廓、特征点、纹理映射和可选装饰分离等硬性门禁;输出清单、配准、UV、验证报告及 .blend、.glb 和构建说明。

RobLe3
热度 0.00
最近更新 2026-10-19 02:52:29
分类:创作依赖:MCP 服务 / 读写文件 / 代码执行应用场景:品牌素材 / 工作流 / 报告撰写

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add roble3/cc-blender-skill/mascot-logo-reconstruction
Metadata
name
mascot-logo-reconstruction
description
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.
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: 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

  1. reference-analysis-validator — source inventory, manifest, part counts, masks.
  2. orthographic-registration — shared front/side/back/top coordinate contract.
  3. contour-to-mesh — structural meshes from measured silhouettes.
  4. atlas-uv-fitting — per-part texture/UV fitting.
  5. blender-materials / blender-lighting — only after geometry and UVs pass.
  6. reference-analysis-validator again — overlay gates before export.
  7. blender-export — export only after gates pass.
  8. 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.json
  • registration_report.json
  • atlas_regions.json
  • validation/front_mask_validation.json
  • validation/front_overlay_reference.png
  • named .blend
  • base .glb
  • optional aura/context .glb
  • BUILD_NOTES.md with pass/fail gates