Proves and standardizes the headless Blender environment every character build runs in – probes the version, Cycles GPU backends (Metal, CUDA, OptiX, HIP), the OIDN denoiser and the render engine ids, enforces factory-startup runs, fixes the per-asset folder layout, owned collection and run log.
Proves and standardizes the headless Blender environment every character build runs in - probes the version, Cycles GPU backends (Metal, CUDA, OptiX, HIP), the OIDN denoiser and the render engine ids, enforces factory-startup runs, fixes the per-asset folder layout, owned collection and run log, then runs a smoke test that builds, saves, exports glTF and re-imports in a clean process to compare counts, and defines the GATE line and exit codes every later skill prints. Use when someone asks "set up Blender to run headless for our character pipeline", "check whether this machine can run the Blender build", "does Blender see my GPU and denoiser", "why did my glTF export come out empty in background mode", "what format should our build checks report in". Use it on every new machine, after the contract and before any sculpt, rig or bake script. Do NOT use for writing budgets or the contract itself - use game-asset-contract instead; for product or marketing renders, use cgi-render-pipeline.This is the skill's description: the text your AI reads to decide when the skill applies.
This is the skill's header. The step-by-step instructions are paid content and aren't shown here.
blender-headless-harness/SKILL.md
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name: blender-headless-harness
description: Proves and standardizes the headless Blender environment every character build runs in - probes the version, Cycles GPU backends (Metal, CUDA, OptiX, HIP), the OIDN denoiser and the render engine ids, enforces factory-startup runs, fixes the per-asset folder layout, owned collection and run log, then runs a smoke test that builds, saves, exports glTF and re-imports in a clean process to compare counts, and defines the GATE line and exit codes every later skill prints. Use when someone asks "set up Blender to run headless for our character pipeline", "check whether this machine can run the Blender build", "does Blender see my GPU and denoiser", "why did my glTF export come out empty in background mode", "what format should our build checks report in". Use it on every new machine, after the contract and before any sculpt, rig or bake script. Do NOT use for writing budgets or the contract itself - use game-asset-contract instead; for product or marketing renders, use cgi-render-pipeline.
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