S01 Modeling — Pass 1 "Read": the workflow script
Pass 1 of the S01 Modeling pilot. This is the human lens: how professionals model in Blender, written as ordered steps, so Pass 2 can trace each step into the source and Pass 3 can judge it. Facts are cited. Anything that is not stated by a source is marked Interpretation: or
†. Date: 2026-10-07.
1. Scope & sources
Section titled “1. Scope & sources”In scope: mesh modeling of a production asset from approved design to hand-off — hard-surface props
and organic characters (sculpt → retopology), up to UVs and delivery to rigging and shading.
Out of scope: texturing, shading networks, rig building, Geometry Nodes asset authoring, sets (the
Studio’s own “Sets” section is still empty — SG:asset-creation/modeling.md:132-136).
Citation prefixes (local root ~/agent-native-lab-data/sources/blender/projects.blender.org/):
| Prefix | Location | What it is |
|---|---|---|
SG: |
studio/blender-studio-tools/docs/artist-guide/ |
Blender Studio pipeline / artist guide (primary). modeling.md is marked WIP, Oct 2023 (:3-5) |
NC: |
studio/blender-studio-tools/docs/naming-conventions/ |
Studio naming conventions |
AP: |
studio/blender-studio-tools/docs/addons/asset_pipeline.md |
Studio Asset Pipeline add-on (task layers) |
BM: |
blender/blender-manual/manual/ |
Blender reference manual (what the UI does, keys) |
MAS: |
~/agent-native-lab/knowledge/blender/MASTERY.md |
Prior lab synthesis (4 layers: UI / operator / data / internals) |
GT: |
~/agent-native-lab/lab/blender/golden-table.md |
Prior lab trace: human path vs AI path for bevel_smooth, array_row, … |
W1 |
https://studio.blender.org/blog/gold-modelling-the-boat/ | “Project Gold: Boat Modeling” (free blog post, 28 Nov 2024) |
W2 |
https://studio.blender.org/blog/live-retopology-at-bcon22/ | “Live Retopology at BCON22” (free; linked from SG:asset-creation/modeling.md:38) |
W3 |
https://studio.blender.org/training/stylized-character-workflow/ | Stylized Character Workflow course index (lesson titles only; free ones listed below) |
W4 |
https://studio.blender.org/training/blender-2-8-fundamentals/ | Blender 2.8 Fundamentals, Modeling chapter (all 8 lessons free) |
Not used / not found: a “Blender 4.5 Fundamentals” course URL returned 404
(/training/blender-4-5-fundamentals/, /training/blender-fundamentals/); W4 is the fallback.
Paywalled lessons were not read — only their titles from the public index.
W3 free lessons on the sculpt → retopo → UV path (titles verbatim from the index): Intro: Introduction, Introduction Update · Ch.1 Head Sculpting: Defining Goals, Timelapse: Sculpting Rain’s Head · Ch.2 Body & Outfit: Creating a Primitive Body, Timelapse: Rains Summer Outfit · Ch.4 Clean Retopology: Planning the Facial Retopology, Timelapse: Body Retopology · Ch.5 Bonus: live sessions on retopology, UV mapping, shading, rendering (index says “mostly Free”). Paid titles that name the steps (not read): Sculpting a Primitive Head Shape, Creating Clothing Basemeshes, Retopology Setup, Facial Retopology – Edge Flow & Articulation, – Patches & Poles, – Creases & Tweaking. The index as fetched showed no Chapter 3.
W4 free modeling lessons: Modeling Introduction, Creating Meshes, Object and Edit Mode, Mesh Selection Mode, Extrude, Loop Cut, Bevel Tool, Knife Tool.
2. The pipeline as the Studio practises it
Section titled “2. The pipeline as the Studio practises it” ┌───────────── hard-surface / static prop ─────────────┐Reference → Setup → Blocking (live modifiers) → Movement test → Refinement ─┐ ├→ UV → Delivery cleanup → Hand-offConcept sculpt → Expression/pose tests → Retopology → Multires/shapes ──────┘ (Kitsu review; rigging, └───────────── organic character ──────────────────┘ shading task layers)- Hard-surface variant — stages Reference → Setup → Blocking → Refinement are named sections in
SG:asset-creation/modeling.md:90-129; delivery list:139-152. - Organic variant — modeling starts from a handed-over sculpt (T-pose, optional hero pose), deformation
tests and style guides (
SG:asset-creation/modeling.md:16-20); “the outcome usually is a final topology” (:22) via retopology (:37), with UVs “added at this stage” (:35), then multires reprojection and shape keys (:65-85). - Task breakdown per asset type in production tracking: Characters need Concept, Modeling, Sculpting,
Rigging, Shading, Anim Test; Props need Concept, Modeling, Shading, Rigging (
SG:kitsu.md:76). - Modeling is one task layer in the Asset Pipeline add-on, alongside Rigging and Shading
(
AP:10); each task layer typically has its own file (AP:10, example filesAP:34-37).
3. Step tables
Section titled “3. Step tables”Column legend: Look at = what the artist inspects to decide; Verify = how they check it worked.
† = the cell restates generic manual behaviour, not a Studio statement of practice.
A. Reference & design hand-over (both variants)
Section titled “A. Reference & design hand-over (both variants)”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 1 | Start only from an approved design | (outside Blender) obtain approved concept; stages may overlap | concept art / approval status | task status in Kitsu | SG:asset-creation/modeling.md:9-11 |
| 2 | Organic: receive the design sculpt and its tests | open handed-over T-pose sculpt, hero pose, deformation tests, style guide | expressions & poses, limitations | — | SG:asset-creation/modeling.md:16-20 |
| 3 | Hard-surface: get real dimensions | webshops / manufacturer sites; ideally hold and measure the object | dimensions, photos, videos | — | SG:asset-creation/modeling.md:92 |
| 4 | Understand moving parts | build a collage: videos, photos, technical diagrams, multi-angle blueprints | how parts slide/move | — | SG:asset-creation/modeling.md:94-96; W1 (Pen Duick research, model-builder forum images) |
| 5 | Make blueprints trustworthy | straighten blueprint lines before modeling | vertical/horizontal lines | lines perfectly straight | SG:asset-creation/modeling.md:96 |
| 6 | Put reference into the viewport | add an Image Empty (reference / blueprint) | the image behind the mesh | † image aligned to axis view | BM:modeling/empties.rst:70-71, :91-113 |
B. Setup
Section titled “B. Setup”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 7 | Work in real-world scale | Scene Properties → Units → Unit System (Metric) | unit fields | † dimensions read in metres | BM:scene_layout/scene/properties.rst:56-62 |
| 8 | Create a scale guide | Shift-A → Mesh → Cube; set display to Wire; match rough dimensions |
cube vs reference images | dimensions match reference | SG:asset-creation/modeling.md:100; BM:modeling/meshes/primitives.rst:9-10 |
| 9 | Check scale against users of the prop | link existing assets/characters (e.g. the character’s hands) | proportions side-by-side | visual match | SG:asset-creation/modeling.md:100 |
| 10 | Compare against orthographic refs | Numpad1/3/7 front/right/top views |
silhouette vs blueprint | † overlap in ortho view | BM:editors/3dview/navigate/viewpoint.rst:11-13 |
C. Blocking (hard-surface)
Section titled “C. Blocking (hard-surface)”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 11 | Block the basic shape | simple shapes, simple topology | proportions vs reference | W1: “match the proportions and shape of the hull” | SG:asset-creation/modeling.md:104; W1 |
| 12 | Edit geometry | Tab into Edit Mode; 1/2/3 vertex/edge/face select |
selected elements highlight | † | BM:editors/3dview/modes.rst:27; BM:modeling/meshes/selecting/introduction.rst:21-22; W4 Object and Edit Mode, Mesh Selection Mode |
| 13 | Add form | E extrude, I inset, Ctrl-R loop cut (wheel = number of cuts), K knife |
the preview while dragging | † LMB confirm / RMB cancel | BM:modeling/meshes/tools/extrude_region.rst:12; BM:…/face/inset_faces.rst:13; BM:…/edge/loopcut_slide.rst:11-33,64; BM:…/mesh/knife_topology_tool.rst:13; W4 Extrude, Loop Cut, Knife Tool |
| 14 | Select efficiently | Alt-LMB edge loop, Ctrl-L linked, Ctrl-LMB shortest path |
loop highlight | — | BM:modeling/meshes/selecting/loops.rst:16-17; BM:…/selecting/linked.rst:15-16,48-49 |
| 15 | Fix the last operation’s values | Adjust Last Operation panel or F9 |
operator values | re-executed result in viewport | BM:interface/undo_redo.rst:46-58; GT:50 (bevel step 5); MAS:48-51 |
| 16 | Back out of a mistake | Ctrl-Z / Shift-Ctrl-Z |
— | — | BM:interface/undo_redo.rst:21-41 |
| 17 | Model one half only | add Mirror modifier (axis, optional Clipping, Bisect) | the mirrored half live | seam closed at plane (Clipping) | SG:asset-creation/modeling.md:108; BM:modeling/modifiers/generate/mirror.rst:8,30,45-48 |
| 18 | Give planar parts thickness | Solidify modifier | thickness | — | SG:asset-creation/modeling.md:109; BM:…/generate/solidify.rst:8 |
| 19 | Chamfer edges non-destructively | Bevel modifier (with Solidify), Limit Method Angle/Weight | edge highlights | — | SG:asset-creation/modeling.md:110; BM:…/generate/bevel.rst:81-91; GT:38-53 |
| 20 | Repeat parts | Array modifier (relative/object offset for radial) | count, spacing | — | SG:asset-creation/modeling.md:111; GT:21-34 (array_row; Array is GN asset in 5.2, classic one “Legacy”) |
| 21 | Non-destructive part lines | Edge Split + Mark Sharp in Edit Mode, with Solidify + Bevel | shading breaks | sharp edges read in shading | SG:asset-creation/modeling.md:112; BM:…/generate/edge_split.rst:11-16; BM:modeling/meshes/editing/edge/edge_data.rst:65 |
| 22 | Cut shapes quickly | Boolean modifier (Union/Difference/…, Exact/Fast solver) | resulting shape | — | SG:asset-creation/modeling.md:113; BM:…/generate/booleans.rst:46-72 |
| 23 | Bend repeated parts | Curve modifier combined with Array | deformation along curve | — | SG:asset-creation/modeling.md:114 |
| 24 | (Gold, real case) panel stack | plane + Solidify, EdgeSplit, Bevel, Subdivision Surface; Shrinkwrap “to avoid warping” | hull surface | — | W1 |
D. Movement test (hard-surface, no armature)
Section titled “D. Movement test (hard-surface, no armature)”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 25 | Make parts movable | split asset into collections; parent instanced collections to Empties | collection layout | — | SG:asset-creation/modeling.md:116-119 |
| 26 | Simple movement | shape keys | slider motion | — | SG:asset-creation/modeling.md:120 |
| 27 | Quick pivot set-ups | 3D cursor + basic object parenting | rotation about cursor | — | SG:asset-creation/modeling.md:121 |
| 28 | Learn from motion | make a simplified animated version; feed findings back into the model | the animation | changes visible via instances | SG:asset-creation/modeling.md:123 |
| 29 | Edit once, update everywhere | instance collections for repeated parts (blocks, shackles, chocks) | instances | “changes to the original are propagated” | W1 |
E. Refinement (hard-surface)
Section titled “E. Refinement (hard-surface)”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 30 | Commit selectively | apply chosen modifiers (Ctrl-A over modifier panel) |
stack | — | SG:asset-creation/modeling.md:127; BM:modeling/modifiers/introduction.rst:141-144 |
| 31 | Clean booleans / curvature | retopologise where needed | surface shading | — | SG:asset-creation/modeling.md:127 |
| 32 | Add believability | screws, cables, insets, small details | close-up silhouette | — | SG:asset-creation/modeling.md:129 |
| 33 | Control smoothness & edge sharpness | Subdivision Surface modifier; Shift-E crease; manual Ctrl-B bevels |
highlights on edges | — | SG:asset-creation/modeling.md:129; BM:…/generate/subdivision_surface.rst:59-60; BM:…/edge/edge_data.rst:37-38; BM:…/edge/bevel.rst:15 |
| 34 | Make sure big shapes survive | inspect from different angles; † NumpadSlash local view |
silhouette from many angles | “avoid errors” by eye | SG:asset-creation/modeling.md:129; BM:editors/3dview/navigate/local_view.rst:15 |
| 35 | Spend detail where the camera is | lower detail away from camera; bevel “worn” detail pass | layout camera | render iterations reviewed in the VSE | W1 |
F. Organic: sculpt → retopology → multires
Section titled “F. Organic: sculpt → retopology → multires”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 36 | Start the design sculpt | primitive head / primitive body, then planar forms, then smooth & stylise | silhouette, planes | — | W3 lesson titles (Creating a Primitive Body, free) |
| 37 | Get even resolution fast | Sculpt Mode: R set voxel size, Ctrl-R voxel remesh |
density | manifold, no overlaps | BM:sculpt_paint/sculpting/introduction/adaptive.rst:11-42 |
| 38 | Sculpt complex base shapes | Dyntopo (adds/removes topology under brush) | local detail | — | BM:…/introduction/adaptive.rst:53-64 |
| 39 | Sculpt symmetrically | Symmetry X (tool settings) | both sides | — | BM:sculpt_paint/sculpting/tool_settings/symmetry.rst:3-9 |
| 40 | Clothing | separate clothing base meshes, then wrinkles & folds | stretch vs compression | — | W3 lesson titles (Ch.2) |
| 41 | Answer design questions before topology | expression & pose tests | expressions | design approved | W2; SG:asset-creation/modeling.md:19 |
| 42 | Plan the topology | draw loops on the sculpt with the Annotate tool | “patches” and “structure” | — | W2; W3 Planning the Facial Retopology (free) |
| 43 | Start the new mesh over the sculpt | new mesh overlapping original; Retopology overlay (see-through) | both meshes at once | fully covers & matches shape | BM:modeling/meshes/retopology.rst:166-173; BM:editors/3dview/display/overlays.rst:317-321 |
| 44 | Stick verts to the surface | Snapping (header toggle or hold Ctrl) to original mesh |
snapped vertex | — | BM:modeling/meshes/retopology.rst:176; BM:editors/3dview/controls/snapping.rst:18-20 |
| 45 | Lay faces quickly | Poly Build tool | new faces | — | BM:modeling/meshes/retopology.rst:174-175; BM:modeling/meshes/tools/poly_build.rst:13-14,42 |
| 46 | Retopo one side | Mesh Symmetry / X-Mirror (+ Topology Mirror) in tool settings, or Mirror modifier | mirrored side | — | BM:modeling/meshes/tools/tool_settings.rst:45-62 |
| 47 | Follow form & deformation | edge flow along shapes/muscles; ≥3 loops + 2 proximity loops at eyes/brows/mouth | loop direction | — | W2 (“Three Curve Principle”) |
| 48 | Don’t over-build | “extrude and insert whatever is just enough”; add loops, realign, relax later | density | — | W2 |
| 49 | Keep quads, allow exceptions | quads with low stretching; tris/ngons in some cases | face types | — | W2; SG:asset-creation/modeling.md:68 (“relatively evenly distributed quads”) |
| 50 | Why not automatic? | (Voxel/Quadriflow remesh rejected for deforming meshes) | — | — | BM:modeling/meshes/retopology.rst:57-63,117-119,163-165 |
| 51 | Restore sculpted detail | Multires modifier on the retopo; subdivide; reproject details | surface detail | — | SG:asset-creation/modeling.md:67-68; BM:modeling/modifiers/generate/multiresolution.rst:9-25 |
| 52 | Make hand-off easier | helper shape keys (eyes/mouth open-close, can be driven by one property); hero-pose shape keys | shape sliders | used by texturing/rigging | SG:asset-creation/modeling.md:28-29,78-85 |
| 53 | Keep sculpt detail as data | bake sculpted details to textures | baked maps | — | SG:asset-creation/modeling.md:26,76 |
G. UV hand-over (both variants)
Section titled “G. UV hand-over (both variants)”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 54 | Place seams with topology | Edge → Mark Seam (topology dictates seams; vital for clothing) | edge loops | — | SG:asset-creation/modeling.md:51; BM:modeling/meshes/editing/edge/edge_data.rst:59; BM:modeling/meshes/uv/unwrapping/introduction.rst:68 |
| 55 | Unwrap | U → Unwrap / Smart UV Project |
UV Editor islands | — | BM:modeling/meshes/editing/uv.rst:12-20,100 |
| 56 | Minimise stretch, even texel density | UV Editor Display Stretch; UDIMs ordered by detail; reduce hidden parts | stretch colours, island size | — | SG:asset-creation/modeling.md:53-56; BM:editors/uv/overlays.rst:53-63 |
| 57 | Align texture patterns (cloth) | add a secondary, pattern-aligned UV map | pattern on surface | — | SG:asset-creation/modeling.md:58-60 |
| 58 | Serve shading’s needs | “a UV pass based on the requirements from Shading” | shading requirements | — | W1; SG:asset-creation/shading.md:38-40 |
H. Delivery cleanup & hand-off
Section titled “H. Delivery cleanup & hand-off”| # | Human intent | What they do in the UI | Look at | Verify | Source |
|---|---|---|---|---|---|
| 59 | Remove doubles | M → By Distance (Merge by Distance) |
vertex count change | — | SG:asset-creation/modeling.md:143; BM:modeling/meshes/editing/mesh/merge.rst:14,31 |
| 60 | Consistent normals | Face Orientation overlay; Shift-N Recalculate Outside |
red faces on outside | no red visible | SG:asset-creation/modeling.md:144; BM:editors/3dview/display/overlays.rst:204-210; BM:…/mesh/normals.rst:53-61 |
| 61 | Smooth shading | Object → Shade Smooth | shading | — | SG:asset-creation/modeling.md:145; BM:scene_layout/object/editing/shading.rst:6-20 |
| 62 | Clean transforms | Ctrl-A → Scale (and Location/Rotation if needed) |
N-panel scale = 1 | — | SG:asset-creation/modeling.md:146; BM:scene_layout/object/editing/apply.rst:9-25 |
| 63 | Bake the stack where static | apply “most modifiers … best to have static” | modifier stack | — | SG:asset-creation/modeling.md:147 |
| 64 | Protect UVs | re-check UV maps after cleanup | UV Editor | — | SG:asset-creation/modeling.md:148 |
| 65 | Name and sort | rename objects/collections to convention (GEO-…, CH-…); Batch Rename |
Outliner | Asset Pipeline add-on enforces _00x |
SG:asset-creation/modeling.md:149; NC:datablock-names.md:27-58 |
| 66 | Help shading/animation start | placeholder materials with viewport colours | viewport colour | — | SG:asset-creation/modeling.md:150 |
| 67 | Strip noise | delete unused attributes/data | Data properties | — | SG:asset-creation/modeling.md:151 |
| 68 | Mark deformation pivots | add Empties at joints/pivots | empties in viewport | — | SG:asset-creation/modeling.md:27,152 |
| 69 | Organic cleanup | applied transforms, manifold check, naming, dummy materials | — | manifold check | SG:asset-creation/modeling.md:30 |
| 70 | Get sign-off | Kitsu status WIP → WFA (show director) → DONE / GO / RTK |
review feedback | approval | SG:kitsu.md:58-70 |
| 71 | Publish modeling data | Asset Pipeline: modeling task layer owns objects; push owned data to publish, pull the rest | Asset Pipeline sidebar | — | AP:10-18,40 |
| 72 | Hand to rigging | rig generated (CloudRig) on final retopo or “messy automatic retopo” for previz | — | — | SG:asset-creation/rigging.md:10 |
| 73 | Close the loop | animation stress tests → rigging decides whether modeling tweaks are needed; repeat | deformations | — | SG:asset-creation/animation-testing.md:21-27 |
73 steps (35 hard-surface-specific or shared blocking/refinement, 18 organic, 20 shared UV/delivery/hand-off).
4. Conventions & hand-off rules
Section titled “4. Conventions & hand-off rules”| Topic | Rule (as stated) | Source |
|---|---|---|
| Naming case | lower_underscore_case, ALL-CAPS prefixes/suffixes; - hierarchy, . symmetry/variant |
NC:datablock-names.md:7-12 |
| Unique namespace | asset identifier in every datablock name (e.g. esprite) |
NC:datablock-names.md:14-21 |
| Asset root collection | type prefix + name: CH-, PR-, LI-, SE-, LG-, CA- |
NC:datablock-names.md:27-35 |
| Object prefixes | GEO rendered geometry, HLP helpers/empties, TMP placeholder, RIG, WGT, … |
NC:datablock-names.md:39-49 |
| Mesh names | mesh & shape-key datablocks named as the object; .00x → _00x |
NC:datablock-names.md:56-58 |
| Symmetry suffix | exactly .L / .R only for truly symmetric pieces |
NC:datablock-names.md:66-68 |
| Modifiers in blocking | use modifiers for speed and later flexibility | SG:asset-creation/modeling.md:104 |
| Modifiers in refinement | “strategically apply” to stay flexible before committing | SG:asset-creation/modeling.md:127 |
| Modifiers at delivery | “Apply most modifiers” — those best static | SG:asset-creation/modeling.md:147 |
| Modifiers as transferable data | Modifiers are a task-layer-owned transferable data type (so some survive the publish) | AP:18-22 |
| Topology (organic) | optimized for shading/texturing/rigging/animation; evenly distributed quads for multires | SG:asset-creation/modeling.md:34,68 |
| Topology (deforming) | must follow form; automatic remesh not suitable, done manually | BM:modeling/meshes/retopology.rst:60-63,163-165 |
| Scale/units | match real dimensions; apply object scale at delivery | SG:asset-creation/modeling.md:100,146 |
| Origin / pivots | apply location/rotation “if needed”; pivots marked with Empties | SG:asset-creation/modeling.md:146,152 |
| Mirror | Mirror modifier “if the asset is symmetrical”; mirrors across object origin | SG:asset-creation/modeling.md:108; BM:modeling/modifiers/generate/mirror.rst:8 |
| Object data sharing | multiple objects sharing one mesh not supported by Asset Pipeline | AP:12 |
| Shading data under topology change | data layers (UVs, colour attributes) must be re-checked after topology changes | SG:asset-creation/shading.md:36 |
5. Observations through the four “dead facts”
Section titled “5. Observations through the four “dead facts””[DF1] human is the operator
- Every stage’s decision input is a human-held artefact: approved concept (
SG:…/modeling.md:9), a person physically measuring the object (:92), director review in Kitsu (SG:kitsu.md:58-70). - Retopology is explicitly human-only: “no perfect automatic tools exist … it has to be done manually”
(
BM:modeling/meshes/retopology.rst:61-63). - Rigging accepts a “messy automatic retopo” for previz (
SG:…/rigging.md:10) — the only place the guide accepts machine topology. Interpretation: the human retopo gate is about final quality, not about downstream tools being unable to proceed.
[DF2] humans write the code
- The Studio’s productivity tools are add-ons written by staff (CloudRig, Easy Weight, Pose Shape Keys,
Asset Pipeline) —
SG:…/rigging.md:9-29,AP:4. Sculpt Layers is third-party (SG:…/modeling.md:71). - Naming conventions are “enforced by add-ons wherever possible” (
NC:datablock-names.md:16,57). Interpretation: the convention layer is already half-machine; rules exist in prose plus custom code.
[DF3] tiny imperative steps
- Blocking is a long chain of single operators (
E,I,Ctrl-R,K,Ctrl-B) each tweaked through F9 — rows 13–15. The golden table measuredbevel_smoothat 7 steps / 11 inputs / 7 operators vs one declarative modifier write (GT:15,38-53). - The Studio itself prefers declarative, live modifiers during blocking (
SG:…/modeling.md:104) and applies them only at the end (:127,147). Interpretation: the experts already route around DF3 in the modifier stack; the imperative residue is topology work (retopo, cleanup, seams). - Delivery is a 10-item manual checklist (
SG:…/modeling.md:143-152) with no stated automation.
[DF4] viewport + human eye verify
- Verification is visual in almost every row: Face Orientation red faces (
BM:…/overlays.rst:204-210), “inspecting the model from different angles” (SG:…/modeling.md:129), Retopology overlay (BM:…/overlays.rst:317-321), UV stretch display (BM:editors/uv/overlays.rst:53-63), rendered iterations reviewed in the VSE (W1). - Only a few checks are numeric/structural: Merge by Distance, manifold check, applied scale
(
SG:…/modeling.md:30,143,146). Interpretation: these are the obvious first candidates for machine-checkable assertions.
6. Open questions for the Dissect pass
Section titled “6. Open questions for the Dissect pass”Count in real Studio .blend files (Sprite Fright, Charge, Gold, Wing It assets where available):
- Modifiers live vs applied at delivery: per
GEO-object, modifier count and types; which survive in published files (Mirror? Subsurf? Bevel?). Tests “apply most modifiers” (:147). - Ngon / tri / quad ratio on hard-surface vs organic meshes; tests “evenly distributed quads” (
:68) and W2’s “tris/ngons in some cases”. - Mirror usage: Mirror modifier present, applied (symmetric vertex positions), or
.L/.Rsplit objects. - Applied transforms: share of objects with scale ≠ 1 or non-identity rotation.
- Doubles / non-manifold / flipped normals remaining after delivery (checklist compliance).
- UV maps: count per mesh, presence of secondary pattern-aligned maps, UDIM tiles.
- Shape keys: helper/hero-pose keys present on characters; drivers linking eyes/mouth keys.
- Pivot Empties (
HLP-) per asset; instanced collections for repeated parts (W1). - Naming compliance: % datablocks matching the prefix + namespace pattern; leftover
.00x. - Multires: retained on published meshes or baked out?
- Boolean residue: Boolean modifiers or cutter objects left in published files.
- Density: face count per asset type, to size what an agent must reason about.
Also for Trace (Pass 2): map rows 13, 15, 17–22, 37, 43–45, 55, 59–62 to their operators / RNA in source,
reusing GT: for bevel and array.