一键导入
glb-mobile-performance-budget
Set explicit triangle / texture / draw-call / file-size / animation budgets for GLB targeted at mobile-web before any export decision.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Set explicit triangle / texture / draw-call / file-size / animation budgets for GLB targeted at mobile-web before any export decision.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Claude Desktop-facing BlendOps router skill for planning, runtime readiness, evidence truth, and non-Blender-user outputs using bundled references.
Help users and agents choose the next safe BlendOps action across skills, docs, runtime readiness, evals, packaging, and Draft v0 release boundaries.
Blender skills pack for non-Blender users. Use for scene planning, runtime readiness, render/export/GLB evidence, Claude Connect guidance, and plain-language handoff across multiple AI agents.
Turn a locked 3D brief plus chosen recipe into a measurable acceptance checklist with evidence hooks.
Plan headless blender --background export or render jobs when MCP chat control is a poor fit; cite upstream Blender CLI docs only.
Verify brief completeness, runtime posture, skill coverage, and evidence habits before starting a pack workflow.
| name | glb-mobile-performance-budget |
| description | Set explicit triangle / texture / draw-call / file-size / animation budgets for GLB targeted at mobile-web before any export decision. |
Translate "make it work on mobile" intent into a concrete numeric budget table that downstream skills (scene planner, quality checker, render-export-evidence, glb-web-handoff) can validate against.
| Input | Why it is required |
|---|---|
| Device tier | Different tiers permit very different budgets. |
| Scene scope | Single mesh and full environment have different budget semantics. |
| Target context | AR viewer is stricter than a static hero card. |
| Input | Use |
|---|---|
| Existing competitor GLB references | Calibrates the budget against shipped peers. |
| Network constraints | 3G/4G/5G affects file-size tolerance. |
| Animation complexity | Skeletal + morph budgets differ. |
Numeric budget table for the chosen tier covering: triangles, vertices, GLB file size, texture pixel budget, distinct material count, draw calls, animation channel count, bones, morph targets.
Runtime status: Not Run | Attempted | Produced | Verified | Failed | Blocked / Not Run
Artifact status: Not Run | Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>
../../laws/evidence-before-done.md../../laws/non-blender-user-language.md../../laws/no-arbitrary-python-interface.mdBlendOps runtime guidance uses 2 MCP execution paths plus a CLI fallback appendix (see ../../docs/runtime-stack-strategy.md):
ahujasid/blender-mcp (Blender 3.0+, third-party prior art).blender --background --python .... Documented upstream as a first-class Blender CLI surface; no in-repo evidence file yet.This skill is a planning skill. It sets numeric budgets but never installs Blender, runs Blender, or claims that an exported GLB satisfies the budget without measured evidence.
Tier unknown?
→ Default to "mid-mobile" + warn
Scene scope unknown?
→ Ask once, fall back to "single product"
Multiple competing budgets (AR + hero card)?
→ Pick the strictest, document the override
Existing GLB exceeds budget?
→ Hand off to quality checker for what to drop
Use mid-mobile baseline. Lock GLB ≤ 4 MB compressed (Draco), ≤ 50K triangles, ≤ 4 textures @ 1K. AR add-on: drop to 25K tris and 2K textures.
Allow 80K triangles (more material variants), but cap GLB at 6 MB and limit draw calls to ≤ 30.
Hard cap: 25K triangles, 2 MB GLB, 2 textures @ 512 px, no morph targets, ≤ 1 skinned mesh.
Produce the budget table and rules. Do not claim compliance.
The budget table is still the planning artifact; compliance is measured by render-export-evidence + quality-checker after a real export. Never upgrade to "Verified" without measured evidence.
Same budget output; mark compliance unknown.
| Verdict | Criteria |
|---|---|
| Pass | Budget table has concrete numbers for tier, scope, and context; degradation plan present; no compliance claim. |
| Warn | Budget present but tier/scope ambiguous; degradation plan partial. |
| Fail | "Will be fast on mobile" claim without numeric budget; missing degradation plan; treating budget as a measured result. |
| Problem | Response |
|---|---|
| User wants a single number ("just tell me the polycount") | Give the tier-appropriate triangle cap and immediately add the texture/file-size companions. |
| Budget feels too tight | Confirm scene scope; the user may have over-stated complexity. |
| Budget feels too loose | Confirm device tier; user may have under-stated low-end mobile expectations. |
Device tier: <low-end Android / mid-mobile / high-mobile / desktop fallback>
Scope: <single product / multi-product / environment>
Context: <hero card / e-commerce viewer / AR / configurator>
Budget:
Triangles: <N>
Vertices: <N>
GLB file size (Draco): <N MB>
Texture pixel budget total: <N MP>
Distinct materials: <N>
Draw calls: <N>
Animation channels: <N>
Bones: <N>
Morph targets: <N>
Violations would block handoff: yes / no
Degradation order if violated: <list 1-3 things to drop first>
Compliance: Not Run (planning budget only)
../product-hero-scene-planner/SKILL.md, ../blender-composition-camera-planner/SKILL.md, ../blender-lighting-material-planner/SKILL.md../blender-scene-quality-checker/SKILL.md../render-export-evidence/SKILL.md../glb-web-handoff/SKILL.md../glb-animation-handoff/SKILL.mdreferences/budget-tiers.mdreferences/violation-rules.mdreferences/degradation-plan.md../../docs/skill-system.md../../docs/runtime-stack-strategy.md