设计与多媒体

atlas-uv-fitting

roble3/cc-blender-skill

Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.

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安装命令

npx skills add https://github.com/roble3/cc-blender-skill --skill atlas-uv-fitting

SKILL.md

MCP backend

Use when: Texture atlas region detection, per-part UV mapping, front-projected UVs, decal/lightmap handling, texture validation against source templates.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Atlas UV Fitting

This skill exists because assigning a texture material is not the same as fitting a texture.

Supplemental map sanity rule

Do not blindly wire emissive/roughness/bump/lightmap images into every atlas-mapped part. First verify the supplemental map has the same UV layout and semantic region as the basecolor. If it contains aura dots, guide marks, lightmap blobs, or decorations outside the part, leave it disconnected for that mesh and use constant roughness/bump plus explicit edge/glow geometry instead.

Hard rules