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blender-make-sliceable

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Atualizado6 de julho de 2026 às 12:31

Prepare a mesh from this Unity project's `Assets/Models/` (typically a `.glb`) for the runtime mesh slicer in `Assets/MeshSlicer/Runtime`. Converts arbitrary input (self-intersections, poke-through geometry, open shells, non-manifold edges) into a closed, manifold, outward-oriented mesh that can be safely bisected by an arbitrary plane and capped at runtime. Invoke when the user asks to make a model "sliceable" / "slicer-ready", or when the runtime slicer produces broken caps on a model. Pipeline: import .glb → Voxel Remesh → Decimate → Data Transfer (UVs) → bisect-and-cap probe → export .glb back to Unity. Requires the Blender MCP server (configured in `mcp.json`); runs via `mcp__blender__execute_blender_code`.

Instalação

Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.

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