# 3D and game file checkers

Part of Harness tools by Baltor.

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.

## 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

- [glTF 2.0 structural validator](https://baltor.ai/gallery/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. Name `gltf_structural_validator`, licence MIT, 26 files.
- [Godot .tscn and .tres parser and linter](https://baltor.ai/gallery/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. Name `godot_scene_linter`, licence MIT, 30 files.
- [Axes, handedness and units checker and converter for glTF](https://baltor.ai/gallery/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. Name `axes_units_converter`, licence MIT, 16 files.
- [Animation export trap checker with a Blender declare and repair procedure](https://baltor.ai/gallery/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. Name `animation_export_trap_checker`, licence MIT, 23 files.
- [Articulation loss checker for exports that drop joint information](https://baltor.ai/gallery/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. Name `articulation_loss_checker`, licence MIT, 22 files.
- [glTF semantic recovery against an asset specification](https://baltor.ai/gallery/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. Name `gltf_semantic_recovery`, licence MIT, 22 files.
- [Asset specification schema with validator and blockout generator](https://baltor.ai/gallery/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. Name `asset_specification_schema`, licence MIT, 26 files.
- [Articulation manifest with a Godot runtime joint builder](https://baltor.ai/gallery/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. Name `articulation_manifest_godot_builder`, licence MIT, 26 files.

Your agent downloads these through Baltor with Pro, $49 a month: https://baltor.ai/get-started
