asset-pipeline — Claude Code skill: what it does, how to install
Turns generated or hand-drawn art into files a game engine loads: sprite frames, animation strips, isometric unit renders from a 3D model.
npx skills add rehan-remade/universal-modder --skill asset-pipeline -a claude-codeWhat asset-pipeline does
The skill takes pictures the rest of the way to files an engine accepts: frame size, layout, facing, alpha, palette, format. Work runs through um sprite and um render3d, each with --help and examples. Open two or three of the game's own assets first and note frame size, facing, pivot and format in MODLOG.md. The draw code settles those questions, not guesswork.
um sprite cutout drops a flat background with a border flood fill that leaves interior whites alone. fit trims the image and scales once with nearest neighbour into the frame; pixelate and palette push art toward pixel style and snap colours to stock sprites. sheet packs strips or grids, team-mask builds player-colour masks. Scale pixel art once, because a second pass blurs it.
For 3D, render3d shoots a model from the game's camera through presets: aoe2 at 16 headings, iso8, trueiso, topdown, side, turntable. Motions cover bob, walk, lunge and die. Rendering goes through Blender, so you need blender on PATH or a BLENDER variable. Check that before you generate a model.
What it helps with
- cut a sprite out of art on a flat background
- fit a frame to an exact size without smearing pixels
- pack animation frames into a strip or grid
- render 16 isometric headings from one 3D model
- build a player-colour mask for a unit
Example prompts for the agent
- Cut the background off `raw.png`, then pack the frames into a vertical strip with `um sprite sheet`.
- Render `unit.glb` with the `aoe2` preset at 16 headings and add idle and walk motions.
- Turn painterly art into 32x32 pixel art at 16 colours and snap the palette to `stock_sprite.png`.
How to install asset-pipeline
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill asset-pipeline -a claude-code2Manually: put the files in place
~/.claude/skills/asset-pipeline/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/asset-pipeline/
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill asset-pipeline -a codex2Manually: put the files in place
.agents/skills/asset-pipeline/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill asset-pipeline -a cursor2Manually: put the files in place
.cursor/skills/asset-pipeline/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install rehan-remade/universal-modder asset-pipeline2Manually: put the files in place
.github/skills/asset-pipeline/SKILL.md1Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill asset-pipeline -a gemini-cli2Platform CLI
gemini skills install https://github.com/rehan-remade/universal-modder --path skills/asset-pipelineManually: put the files in place
.devin/skills/asset-pipeline/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add rehan-remade/universal-modder --skill asset-pipeline -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set7
The whole set →Similar
Questions about asset-pipeline
How do I install asset-pipeline in Claude Code?
Run npx skills add rehan-remade/universal-modder --skill asset-pipeline -a claude-code. The skill lands at ~/.claude/skills/asset-pipeline/SKILL.md.
What does asset-pipeline do?
It turns pictures into engine-ready files: cuts backgrounds, fits frames, packs strips and grids, builds player-colour masks and renders a 3D model into sprite frames.
Does it need Blender?
Yes for um render3d: have blender on PATH or set a BLENDER variable pointing to it. The plain um sprite commands do not call it.
Source text
SKILL.md · MIT
---
name: asset-pipeline
description: Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.
---
# Asset pipeline: from art to engine-ready files
The fal-assets skill makes pictures. This skill makes **files the game accepts**: the right size, frame
layout, orientation, alpha, palette and format. All commands are `um sprite ...` and `um render3d ...`; each
has `--help` with examples.
## 1. Learn the target format from the game itself
Before converting anything, open two or three of the game's own assets and write down in MODLOG.md:
- **Dimensions:** frame size, frames per sheet, and the layout (vertical strip / grid / one file per frame).
- **Orientation:** which way the art faces (Terraria: items point right, NPCs face left, the engine flips
them), and where the pivot or hotspot sits (AoE2: the unit's ground point at the canvas centre).
- **Alpha:** hard 1-bit edges (BC1 punch-through, pixel art) or soft.
- **Style:** palette size and outline (dark 1-2 px outline in most pixel-art games).
- **Format:** PNG, DDS BC1/BC3/BC7, XNB, SLD, atlas + JSON...
The draw code is the final authority. In Terraria, NPC frame height = texture height / `Main.npcFrameCount`,
so any consistent frame size works.
## 2. 2D pipeline
```bash
um sprite info raw.png # size, alpha coverage, corner colour
um sprite cutout raw.png cut.png # flat bg → transparent (border flood fill keeps interior whites)
um sprite cutout raw.png cut.png --grey 150 --keep-top 0.8 # also remove a soft grey shadow / the floor under it
um sprite fit cut.png item.png --size 64x26 --hard-alpha # trim + ONE nearest-neighbour scale into the frame
um sprite fit cut.png npc.png --size 38x34 --anchor bottom # standing sprites sit on the frame's bottom edge
um sprite pixelate cut.png px.png --size 32x32 --colors 16 --outline # true pixel art from painterly art
um sprite palette px.png px2.png --from stock_sprite.png # snap to the game's own colours
um sprite frames npc.png frames/ --n 3 --kind bob # cheap idle animation (bob/squash/wobble/flash)
um sprite sheet sheet.png frames/*.png --vertical # Terraria-style strip (or --cols N grid)
um sprite slice sheet.png out/ --frame 32x32 # the other direction
um sprite team-mask unit.png unit_grey.png --hue blue # player-colour mask (+ desaturated sprite)
um sprite preview item.png look.png --scale 6 # checkerboard + zoom: LOOK at it before shipping
```
- **Pixel art:** scale once, with nearest neighbour, to the final size. Never scale pixel art twice.
- **Painted / HD art:** use `fit --smooth`.
- **Real frames:** for animation frames beyond bob/squash, generate each frame with the fal edit endpoint
using the base sprite as reference ("same drone, rotors tilted, frame 2 of 4"), then cut out and fit each
frame the same way. Or go 3D (below).
## 3. 3D → sprites (consistent angles and animations)
```bash
um fal model3d concept.png --name unit # textured GLB (Trellis 2 by default)
um render3d assets/gen/unit.glb frames/ --preset aoe2 --length 80 --forward-yaw -90 \
--anims idle:10:bob,walk:12:walk,attack:16:lunge,death:20:die --shadows --samples 40
um render3d assets/gen/unit.glb side/ --preset side --canvas 128 --length 110 --engine eevee # platformer facing R + L
```
Presets:
| Preset | Projection | Camera | Facings |
|---|---|---|---|
| `aoe2` | ortho | 30° | 16 clockwise from east |
| `iso8` | ortho | 30° | 8 |
| `trueiso` | ortho | 35.264° | 8 |
| `topdown` | ortho | — | 8 |
| `side` | ortho | — | 2 (right, left) |
| `turntable` | persp | — | 24 (promo/icon spins) |
- `--length` sets the model's longest horizontal side in pixels at 1x, so match stock units.
- `--forward-yaw` turns the model so its nose faces +X; check the first frame.
- `--shadows` adds a shadow-only pass (`*_s.png`) for engines that keep shadows in their own layer.
- Motions: bob, walk, lunge, die, wreck, spin.
- Then pack with `um sprite sheet`, or with an engine writer (e.g. `examples/aoe2-de-civ/sld.py`).
- Needs Blender (`blender` on PATH or `BLENDER=...`). Cycles uses the GPU when available.
- Dark generated textures: raise `--sun` / `--ambient`, or brighten in post.
- For game-ready 3D (not sprites), remesh with `um fal run tripo3d/tripo/remesh [email protected] face_limit:=8000`, then convert in Blender
(GLB → FBX/OBJ) with the engine's scale and axis convention: Unity Y-up metres, Unreal Z-up
centimetres, Bethesda NIF via PyNifly.
## 4. Textures and materials
- **Tiling:** `um fal texture` generates it tiled. Check with `um sprite tile-preview t.png t3.png`. Fix
seams on other images with `um sprite seamless`.
- **PBR sets:** `um fal pbr`. Convert to the engine's packing: Unreal ORM (occlusion/roughness/metal in RGB),
Unity metallic-smoothness (smoothness = 1 - roughness in alpha).
- **DDS:** texconv (DirectXTex) or `magick` with DXT settings. BC7 for quality, BC1 for cutout sprites, BC3
when alpha is soft.
## 5. Verify in the game
Put one converted asset into the game and screenshot it next to stock art (`um win shot`). Check the scale,
facing, pivot, outline and palette. Fix the recipe, then batch-convert the rest with the same commands (a
small script or Makefile, so the pipeline is reproducible from `assets/gen/`).
## 6. Converting a guest game's Unity assets (mashups)
Read the user's own install with UnityPy and write a **local, private** resource pack. Never put the
output in the mod, its repo or a release; each user runs the converter on their own copy.
- **Memory:** `UnityPy.load()` decompresses a whole bundle (a 865 MB bundle became 8.7 GB of RAM).
Decompress only the serialized files and read `.resS` / `.resource` lazily, block by block; run each
converter module in its own process.
- **Environment:** `UnityPy.Environment(path="")`, and load cross-referenced bundles together; otherwise
UnityPy searches the working directory for missing dependencies.
- **Finding assets:** Addressables bundle names are hashed per update (find them by prefix); Addressables
2.x has a binary `catalog.bin`. Map game objects to prefabs through their GUID keys, not by guessing
names. Prefer the low-quality variant if one exists (same meshes, smaller textures).
- **Skinned meshes are stored in bind pose (often a T-pose).** For the in-game look, evaluate the idle
clip at t = 0 yourself (UnityPy reads AnimationClip objects but does not sample them; Generic clips
bind Transforms by CRC32 of the path), rebuild world matrices, then skin.
- **Walk the hierarchy from the container root**, skip inactive GameObjects and their children, and drop
helper meshes (eyelids, ground shadows, stencil/outline materials).
- **Axes:** Unity is left-handed, Minecraft right-handed: flip one axis for positions and normals and
reverse the winding; flip V; clamp UVs. Verify with a named bone (the right hand ends on the right).
- **Shared atlases:** crop each part's texture to its UV bounding box and remap UVs.
- **Audio:** `AudioClip.samples` needs FMOD (`fmod_toolkit`); encode with ffmpeg to mono OGG.
- **Minecraft side:** a pack needs `pack.mcmeta` (`pack_format` 15 for 1.20.1); `ResourceLocation`s
accept only `[a-z0-9_./-]`. For posed meshes, a custom mesh file drawn with
`RenderType.entityCutoutNoCull` is more robust than `forge:obj` (block-atlas textures, `usemtl`).
- **Oracle:** render preview sheets by re-reading the files you wrote, and look at them.
© rehan-remade · MIT · rehan-remade/universal-modder