texture-driven-mesh-fitting
Installation
SKILL.md
MCP backend
Use when: Texture-driven geometry fitting, mesh boundary fitting to atlas masks, UV-preserving contour correspondence, point/landmark deformation, source mask to mesh repair.
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.
Texture-Driven Mesh Fitting
This skill fixes the common failure: a texture is mapped correctly, but the mesh silhouette underneath is wrong. The mesh adapts to the source contour; the texture is not stretched to hide a wrong mesh.
Preconditions
- Structural parts are segmented (
source-part-segmentation). - Each part has a contour/mask and, if textured, an atlas region (
atlas-uv-fitting). - The object is source-locked in front X/Z before depth is added.
- Canonical view policy is resolved (
multiview-constraint-solver) if views conflict.