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Harness validation (not a tool test) · 2026-10-19 · Game Dev: 3D & Art Assets · harness glb-inspect-0.1

Harness validation: GLB inspector v0.1 (not a tool test)

Built the objective-check half of the Game 3D protocol: a script that loads a GLB and reports triangles, vertices, UV presence, materials, texture maps and resolutions, watertightness, non-manifold edge share, bounding box, skins and animations. Validated it on two Khronos glTF sample assets with known properties (DamagedHelmet: 15,452 tris, 5 PBR maps at 2048²; Fox: 576 tris, 1 skin, 3 animations). No vendor output was tested: Meshy, Tripo, Rodin and Scenario all need an account to generate, and none documents a public test key, so hands-on generation wasn't possible from this box.

Rank impact: none. No score or rank was changed by this log.

Method

  1. Python 3 + trimesh in a venv on the box.
  2. Inputs: KhronosGroup/glTF-Sample-Assets DamagedHelmet.glb and Fox.glb (public GitHub).
  3. Checked the reported numbers against the known properties of each asset.

Results

assettrianglesverticesuvstexture mapsskinsanimations
DamagedHelmet.glb1545214556true5 × 2048×2048 (baseColor, normal, metallicRoughness, emissive, occlusion)00
Fox.glb5761728true1 × 1024×1024 baseColor13

Not covered

  • meshy
  • tripo
  • rodin
  • scenario (generation needs an account)

Limitations

Validates the measuring tool only. Engine-import checks (Godot/Unity) and blind quality grading are still to be built.

Sources

Raw files