
validate-blender
by rikiyanai
SKILL.md
name: validate-blender description: Validate Blender AKM (Asciicker Mesh) export files, check mesh format, and verify compatibility with the Asciicker engine. Use when exporting from Blender, checking mesh files, or troubleshooting mesh loading. allowed-tools: Bash, Read, Grep
Validate Blender Skill
Validates Blender AKM (Asciicker Mesh) export files for compatibility with the Asciicker engine.
Quick Start
Validate an AKM file:
Use the MCP server tool:
Validate the Blender export: meshes/player.akm
This calls the validate_blender_export tool from the asciicker-dev MCP server.
AKM File Format
AKM (Asciicker Mesh) files are custom binary mesh formats containing:
- Vertex positions
- Normals
- UV coordinates
- Bone weights (for skeletal animation)
- Material indices
Common Validation Checks
The validator checks:
- File exists - AKM file is readable
- Header format - Correct magic number and version
- Vertex count - Non-zero vertices
- Normal vectors - Valid and normalized
- UV coordinates - In range [0, 1]
- Bone weights - Sum to 1.0 for skinned meshes
- Face indices - Valid triangle indices
Blender Export Workflow
- Create/edit mesh in Blender
- Export to AKM format:
- Use Blender export script (if available)
- Or use custom Python exporter
- Validate export:
Validate meshes/my_mesh.akm - Place in meshes/ directory
- Test in editor:
- Launch editor
- Place mesh in scene
- Verify appearance and animation
File Locations
Mesh directory:
meshes/
├── player.akm
├── enemy.akm
├── items/
│ ├── sword.akm
│ └── shield.akm
└── terrain/
└── rock.akm
Blender Export Script
If you need to create an export script, see the MCP server for template generation:
Generate a feature template for Blender AKM export
Common Issues
File not found:
- Verify file path relative to project root
- Check file permissions
Invalid header:
- Re-export from Blender
- Verify export script version matches engine version
Vertex count zero:
- Mesh may be empty
- Check Blender export settings
Invalid normals:
- Recalculate normals in Blender: Mesh > Normals > Recalculate Outside
- Ensure mesh is not non-manifold
Bone weight issues:
- Check armature modifiers in Blender
- Verify vertex groups are assigned
- Ensure automatic weights or manual painting is correct
Testing in Editor
After validation:
- Launch editor:
./.run/asciiid - Load mesh:
- Editor should auto-discover meshes in
meshes/directory - Select mesh from UI
- Editor should auto-discover meshes in
- Place in scene:
- Click to place mesh instance
- Verify rendering
- Test animation (if skeletal):
- Play animation
- Verify bone deformation
MCP Server Integration
The validate-blender skill uses the asciicker-dev MCP server, which provides:
validate_blender_export(akm_file)- Validate AKM file formatanalyze_asciiid_structure()- Show mesh loading codegenerate_feature_template("blender_export")- Export script template
Related Files
- asciicker_mcp_server.py - MCP server with validation tool
.vscode/mcp.json- MCP server configurationmeshes/- Mesh directoryasciiid.cpp- Mesh loading code
Instructions
When the user asks to validate a Blender export:
- Identify the AKM file path
- Use the MCP server
validate_blender_exporttool - Report validation results
- If errors found, suggest fixes based on error type
- Optionally guide through re-export process
- Test in editor if validation passes
Blender Resources
Mesh requirements:
- Triangulated faces (or auto-triangulate on export)
- Clean geometry (no non-manifold edges)
- Recalculated normals
- UV unwrapped (if textured)
- Proper armature setup (if animated)
Export checklist:
- Apply modifiers (or export with modifiers applied)
- Export selected vs all objects
- Coordinate system: Z-up (or transform on import)
- Scale: Match engine units
スコア
総合スコア
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レビュー
レビュー機能は近日公開予定です