| 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. |
| when_to_use | 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. |
| allowed-tools | Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info |
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
reference-analysis-validator — source inventory, manifest, part counts, masks.
orthographic-registration — shared front/side/back/top coordinate contract.
contour-to-mesh — structural meshes from measured silhouettes.
atlas-uv-fitting — per-part texture/UV fitting.
blender-materials / blender-lighting — only after geometry and UVs pass.
reference-analysis-validator again — overlay gates before export.
blender-export — export only after gates pass.
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