mascot-logo-reconstruction

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English
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Chinese

Mascot / Logo Reconstruction

吉祥物/标志重建

This is the top-level skill for 1:1 brand mascot reconstruction. It chains the specialized skills and enforces stop/go gates.
这是用于1:1品牌吉祥物重建的顶级技能,它串联各类专业技能并执行启停门控机制。

Harmonization requirement

协调要求

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.
处理吉祥物/标志相关工作时,若存在多种源文件类型或验证失败情况,需首先使用
blender-skill-harmonizer
。它会设定标准源文件规则,避免重建、UV映射、适配修复、灯光、导出与动画等技能之间产生冲突。

Skill chain

技能链

  1. reference-analysis-validator
    — source inventory, manifest, part counts, masks.
  2. orthographic-registration
    — shared front/side/back/top coordinate contract.
  3. contour-to-mesh
    — structural meshes from measured silhouettes.
  4. atlas-uv-fitting
    — per-part texture/UV fitting.
  5. blender-materials
    /
    blender-lighting
    — only after geometry and UVs pass.
  6. reference-analysis-validator
    again — overlay gates before export.
  7. blender-export
    — export only after gates pass.
  8. blender-animation
    — only after static model is accepted.
  1. reference-analysis-validator
    —— 源文件盘点、清单统计、部件数量、遮罩处理。
  2. orthographic-registration
    —— 统一正面/侧面/背面/顶面的坐标规则。
  3. contour-to-mesh
    —— 根据测量的轮廓生成结构化网格。
  4. atlas-uv-fitting
    —— 按部件进行纹理/UV适配。
  5. blender-materials
    /
    blender-lighting
    —— 仅在几何体与UV映射通过验证后执行。
  6. 再次执行
    reference-analysis-validator
    —— 导出前进行叠加验证门控。
  7. blender-export
    —— 仅在所有门控通过后执行导出。
  8. blender-animation
    —— 仅在静态模型验收通过后执行。

Non-negotiable order

不可变更的执行顺序

Static reference fidelity comes before animation and beauty rendering.
measure → manifest → contour meshes → depth registration → UV fit → overlay validation → export → animation
静态参考文件的还原精度优先于动画与美化渲染。
测量 → 清单统计 → 轮廓网格 → 深度配准 → UV适配 → 叠加验证 → 导出 → 动画

Hard gates

硬性门控条件

  • 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.
  • 预期结构部件数量与Blender场景/导出的结构部件数量一致。
  • 正面轮廓叠加结果通过阈值验证。
  • 面部/特征标记点符合公差要求。
  • 侧面/背面/顶面渲染结果与已配准的轮廓包络匹配。
  • 纹理图集区域按部件正确映射。
  • 可选的光环/背景与基础结构GLB文件分离。

Modeling guidance

建模指导

  • 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.
  • 将吉祥物/标志视为经设计的符号,而非自然物体。对称性无法保证。
  • 不要通过径向数学推断隐藏的叶片/花瓣。
  • 当存在轮廓时,避免从基础几何体开始构建。
  • 使用语义化对象名称并生成验证日志。

Source-manifest structural part invariant

源文件清单结构部件不变规则

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.
严格按照源文件清单中声明的结构部件进行创建。额外的背景弧线、光晕、光环、阴影、辅助标记和装饰环均属于上下文/装饰元素,除非清单明确将其列为结构几何体。

Front-plane rotation rule

前平面旋转规则

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.
在该Blender坐标约定中,正面相机沿Y轴方向取景,参考轮廓位于X/Z平面。因此,正视图内的2D旋转是围绕Y轴的旋转,而非Z轴。在正面投影中调整2D组件方向时,请使用
rotation_euler = (0, angle, 0)
。对于X/Z平面网格,Z轴旋转会导致物体错误地旋入/旋出屏幕空间。

Output contract

输出规范

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
每个最终重建文件夹应包含:
  • reference_manifest.json
  • registration_report.json
  • atlas_regions.json
  • validation/front_mask_validation.json
  • validation/front_overlay_reference.png
  • 命名好的
    .blend
    文件
  • 基础
    .glb
    文件
  • 可选的光环/上下文
    .glb
    文件
  • 包含门控通过/失败信息的
    BUILD_NOTES.md