Baltor Get started

Harness tools

3D and game file checkers

Standard-library checkers for glTF and Godot files that catch what an engine would drop or misread. Their pages are in the gallery, with the facts each check compared with Godot and Blender.

8 shown here, each at the exact version the library release of October 9, 2026 serves.

What to watch for

  • An export can keep every mesh and still lose its animation or its joints.
  • A missing resource file in a Godot scene fails at load time, not at save time.
  • Check the up axis and the unit before you compare dimensions.

Components

  1. glTF 2.0 structural validator

    gltf_structural_validator

    Check that a .gltf or .glb file is internally consistent before an engine loads it: buffers, views, accessors, indices, materials, textures, the node graph, skins and animation samplers.

    Runs with
    Python 3.10 or later
    Entry points
    validate_file, validate, run, main

    Code moduleMIT26 files, 300.0 KBreads files, runs commands

  2. Godot .tscn and .tres parser and linter

    godot_scene_linter

    Parse Godot 4 text scenes and resources and find what fails or silently vanishes on load: missing resource files, unknown or forward resource ids, missing node parents, repeated sibling names, untyped nodes, broken connections, several roots, syntax and format errors.

    Runs with
    Python 3.10 or later
    Entry points
    parse, node_paths, lint, run, main

    Code moduleMIT30 files, 132.8 KBreads files, runs commands

  3. Axes, handedness and units checker and converter for glTF

    axes_units_converter

    Diagnose a glTF that is Z-up, mirrored or in the wrong unit (checked against expected dimensions and triangle winding) and convert it between up axes, handedness, front-face winding and units, transforming nodes, meshes, skins and animations.

    Runs with
    Python 3.10 or later
    Entry points
    conversion, convert_document, winding_agreement, check, convert, run, main

    Code moduleMIT16 files, 149.0 KBreads files, runs commands, writes files

  4. Animation export trap checker with a Blender declare and repair procedure

    animation_export_trap_checker

    Catch exports that keep every mesh but lose animation: only the playing action exported, clips merged, channels without targets, clips baked to one pose or over the whole scene range.

    Runs with
    Python 3.10 or later
    Entry points
    export_clips, read_declaration, compare, check, run, main, procedure/declare_clips_blender.py, procedure/push_actions_to_nla.py

    Code moduleMIT23 files, 190.2 KBreads files, runs commands, writes files

  5. Articulation loss checker for exports that drop joint information

    articulation_loss_checker

    Catch exports that keep every mesh but lose what joints need: parts joined into their parent, origins moved off the hinge, node frames rotated, hierarchies flattened, and joint records in custom properties left out by a default export.

    Runs with
    Python 3.10 or later
    Entry points
    joint_facts, compare, check, run, main

    Code moduleMIT22 files, 187.9 KBreads files, runs commands

  6. glTF semantic recovery against an asset specification

    gltf_semantic_recovery

    Recover what an asset means from the file alone (named parts, hierarchy, real dimensions in metres, pivots, part materials, clips with durations) and compare it with a declared asset specification, naming the likely cause of each mismatch.

    Runs with
    Python 3.10 or later
    Entry points
    recover, compare, check, run, main

    Code moduleMIT22 files, 200.8 KBreads files, runs commands

  7. Asset specification schema with validator and blockout generator

    asset_specification_schema

    Declare what a 3D asset must be before it is modelled: parts with parents, dimensions, centres, pivots and materials; joints with axes and limits; clips and behaviors.

    Runs with
    Python 3.10 or later
    Entry points
    schema.json, validate, blockout, check, run, main

    Contract schemaMIT26 files, 146.1 KBreads files, runs commands, writes files

  8. Articulation manifest with a Godot runtime joint builder

    articulation_manifest_godot_builder

    Give a glTF asset working hinges and sliders: a manifest binds joints (axis, pivot, limits) to named nodes, a checker validates the binding and predicts poses at the limits, and a Godot 4 node applies it at run time with clamping, clips and a saved scene.

    Runs with
    Python 3.10 or later
    Entry points
    read_manifest, joint_motion, pose, predictions, check, run, main, godot/articulated_asset.gd, godot/articulation_probe.gd, schema.json

    Code moduleMIT26 files, 161.8 KBreads files, runs commands

Give your agent these components

Your harness downloads them through Baltor with Pro, $49 a month. Cancel any time from your account page.

Get started

More from Harness tools