mesh-qa
Installation
SKILL.md
mesh-qa
Every model problem a user catches by eye (holes "somewhere", jagged colour borders, splotches, lopsided bodies, glitchy stretch, floating bits, too many triangles) is measurable. This skill measures them before anyone looks, shows the evidence as zoomed crops, and says PASS / WARN / FAIL. Hand-picked renders let big holes survive version after version, and hid fin undersides. Don't eyeball: run the gate.
Standing rules
- Triangle budget: ≤ per (Style Bible §1). Everything rendered counts (glow strips, eye plates, FX meshes). Cut surface detail and rig, never the silhouette.
- Symmetric: generated meshes are always a little lopsided. Fix it right after generation, before anything is built on it, and mirror weights, effects and motion later.
- Clean areas: colour areas are clean shapes with smooth borders, never paint snapped per face.
- No visible holes in any pose from any side, below included. Roblox culls back faces: anything open is see-through in game unless the piece is DoubleSided.
Tools (write them the first time; keep them in .claude/skills/mesh-qa/scripts/)
These run in background Blender (Python + bmesh). Build mesh_topology.py and mesh_views.py first; they catch
most problems. Thresholds: references/checks.md.