Install Blender Asset QA
Pick your agent. Every command is ready to paste.
npx skills add EL4CTEO/blender-skills --skill blender-asset-qaThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads blender-asset-qa when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the blender-asset-qa skill”. In Codex, type $blender-asset-qa.
Asset QA (review gate)
Never assume a generated or edited mesh is correct. Check it with numbers, then look at it.
Procedure
- Automated check, passing one asset's objects together:
scripts/qa_check.py -- --objects Body Head Hat --profile gameProfiles:game(default),render(lenient),print(watertight required),roblox(20k tris/mesh, watertight, no n-gons, ≤4 influences). - Fix every
errorsentry (table below), then re-run until"pass": true. Each warning must be either fixed or explicitly accepted, with the reason reported to the user. - Visual check, always:
- Live: MCP
lookwithmode="angles"on the targets, once inmaterial/solidshading and once inwireframe. Usexrayfor internals. - Headless:
scripts/review_shots.py -- --objects ... --mode random(one color per object, which makes detached pieces obvious), then--mode wirefor topology. Open the returned PNG.
- Live: MCP
- Report: tris per object, issues fixed, and remaining accepted warnings.
What each finding means → fix
| Finding | Cause | Fix |
|---|---|---|
zfighting A<->B |
two surfaces facing the same way within --eps (1 mm) that overlap |
delete the hidden duplicate, or offset ≥ 2–5 mm along the normal, or boolean/merge them |
back_to_back |
faces touching with opposite normals (boxes glued face-to-face) | delete the hidden faces (wasted tris, bake artifacts) |
floating |
island/object not touching any other part within --tol |
move it to make contact (snap), bridge it, or join and merge. If floating is intended (sparks, UI), check it separately |
enclosed |
part fully inside another, not touching (eyes, internal mechanics) | usually fine. Confirm it's intended |
inside_out_islands |
closed part with normals pointing in | mesh.normals_make_consistent(inside=False) on that part |
inconsistent_normals_edges |
neighbouring faces wound in opposite directions | recalc normals; if it persists, look for non-manifold seams |
nonmanifold_edges / wire_edges |
>2 faces per edge, or stray edges | dissolve/delete the extra faces; delete_loose |
boundary_edges |
open holes (bad for print/Roblox/bakes) | fill (fill_holes/edge_face_add) or cap |
degenerate_faces / zero_length_edges |
collapsed geometry | dissolve_degenerate(threshold=1e-4) |
duplicate_verts |
unwelded seams | remove_doubles(threshold=1e-4) (Merge by Distance); check UV seams after |
ngons |
faces with >4 sides | triangulate/quadrangulate locally; n-gons are fine only on flat hard-surface faces that never deform |
| unapplied/negative scale | object transform | transform_apply(rotation=True, scale=True); negative scale flips normals on export |
uv_maps: 0 / zero-area UV / overlap |
missing or bad unwrap | blender-retopology-uv |
| unweighted / >4 influences | skinning | blender-character-rigging (rig_check.py) |
ground_z ≠ 0 |
asset floats or sinks | move the origin to the bottom and set z = 0 (props) |
| faces on empty/missing slot | material removed or index out of range | assign a material; engines show grey/magenta |
feeds [...] but is sRGB |
normal/roughness/metal/AO map tagged as color | image.colorspace_settings.is_data = True (Non-Color) |
| missing texture file | broken path, unpacked | relink (blender-scene-setup path cleanup) or pack |
| unused slot / Non-Color base color | leftovers, wrong tag | remove the slot; base color and emission are sRGB |
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: slots and color spaces are checked automatically. Still look at whether each part got the intended material.
Tuning
--epsis the z-fight distance. Raise it to 0.005 for large environment scenes, and lower it to 0.0002 for tiny jewelry.--tolis the contact tolerance for detached parts. Raise it for chunky kitbash.--no-modifierschecks 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.
Tips for Blender Asset QA
- • Start a fresh session after installing so your agent picks up the new skill.
- • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
- • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Blender Asset QA
What does the Blender Asset QA skill do?
Mandatory review gate for any mesh or asset created or edited in Blender. Detects z-fighting, floating/detached parts, inverted or inconsistent normals, non-manifold/open geometry, degenerate faces, duplicate verts, n-gons, unapplied scale, UV problems, bad skin weights, material/texture errors, and renders multi-angle review sheets. Use before calling any modeling, export or delivery task done.
How do I install Blender Asset QA?
Run "npx skills add EL4CTEO/blender-skills --skill blender-asset-qa" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Blender Asset QA work in Cursor and Codex?
Yes. Blender Asset QA uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Blender Asset QA free?
Blender Asset QA is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Blender Asset QA?
Blender Asset QA is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.


