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polycount-budget-checker
Validate per-mesh and total-scene triangle counts against the pinned budget; flag worst offenders and topology hints without modeling.
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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Validate per-mesh and total-scene triangle counts against the pinned budget; flag worst offenders and topology hints without modeling.
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 | polycount-budget-checker |
| description | Validate per-mesh and total-scene triangle counts against the pinned budget; flag worst offenders and topology hints without modeling. |
Run a focused pass/warn/fail check on per-mesh and total-scene triangle counts vs the pinned budget from glb-mobile-performance-budget (or any other pinned budget). Surface worst offenders and basic topology hints without performing modeling.
glb-mobile-performance-budget is pinnedmaterial-quality-checker)blender-scene-quality-checker)glb-mobile-performance-budget or explicit user)| Input | Why it is required |
|---|---|
| Pinned budget (per-mesh + total-scene caps) | Anchors the check |
| Mesh list (name + triangle count) | Scope of the check |
| Input | Use |
|---|---|
| Scene scope context | Single product vs environment changes per-mesh expectations |
| Animation flags per mesh | Skinned meshes have stricter caps |
A per-mesh row table: name, triangle count, vs per-mesh cap, vs total budget contribution, verdict, hint (no edit).
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.md../../laws/official-runtime-only.mdThis skill validates plans or measured scene snapshots. It never decimates, retopologizes, or runs Blender. Hints are advisory.
glb-mobile-performance-budget output (or user input).references/per-mesh-rules.md).references/topology-hints.md.blender-scene-quality-checker (broad review) or glb-mobile-performance-budget (re-budget) if needed.Total triangle count > total cap?
→ Fail (whole-scene)
Single mesh > 50% of total cap?
→ Warn (one mesh dominates)
Single mesh > total cap by itself?
→ Fail
Skinned mesh > per-mesh skinned cap?
→ Fail (skinning cost is non-linear)
Hidden / disabled meshes consume budget by accident?
→ Warn (verify exclusion before export)
Total cap 50K; single mesh ≤ 40K (80% headroom rule); under 4 meshes typical. Fail any mesh over 80%.
Total cap 100K; verify shared geometry; only variant-specific overrides count toward variant budget.
Total cap 25K; instance heavy meshes (trees, fence posts) so they share geometry; per-instance triangle count = base mesh × N is the scene cost.
Read counts from scene plan; mark Artifact status: Not Run.
Read counts from measured scene snapshot; cite tool used. Never upgrade to Verified without recorded measurement.
Skip rows that depend on measurement; mark explicitly.
| Verdict | Criteria |
|---|---|
| Pass | All meshes under per-mesh cap; total under cap with 20% headroom; no single mesh dominates. |
| Warn | Total within 80–100% of cap; one mesh dominates (>50% of total); skinned mesh near per-mesh cap. |
| Fail | Total over cap; single mesh over total cap; skinned mesh over per-mesh cap; missing budget. |
glb-mobile-performance-budget.Not Run per row; do not fabricate.| Problem | Response |
|---|---|
| Total over cap | Identify worst offenders; recommend decimation / texture detail trade. |
| One mesh over per-mesh cap | Recommend split into multiple primitives or LOD. |
| Skinned mesh expensive | Reduce bone influences per vertex (clamp ≤ 4); reduce bone count. |
| Hidden meshes counted | Verify export options exclude hidden/disabled collections. |
Pinned budget: <total triangles cap> | <per-mesh cap>
| Mesh | Tri count | % of total | Verdict | Hint (advisory) |
|---|---|---|---|---|
Total: <N> of <cap> (<%>) | Per-mesh worst: <name> at <count>
Top-line: <Pass / Warn / Fail>
Limitations: <gaps>
Next: blender-scene-quality-checker / glb-mobile-performance-budget
../glb-mobile-performance-budget/SKILL.md../blender-scene-quality-checker/SKILL.md../material-quality-checker/SKILL.md../lighting-quality-checker/SKILL.md../composition-quality-checker/SKILL.mdblender-scene-quality-checker.references/per-mesh-rules.mdreferences/topology-hints.mdreferences/instance-counting-rules.md../../laws/evidence-before-done.md../../docs/skill-system.md