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skill CX Codex

build-rigged-game-assets — Claude Code skill: rig and animate 3D

A skill that walks a rigged character or monster from source model to gameplay: skeleton, animation library, sockets, equipment, catalog card.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill build-rigged-game-assets -a claude-code
Open on GitHub

What build-rigged-game-assets does

The skill defines one truthful actor package: main model, skeleton, clip library, attachment sockets, collision contracts, and separately addressable equipment. For a character the body is the persistent base layer, and swords, shields, helmets and armor stay as their own assets. A monster is a single combat actor with no wardrobe — only weapons, breakable parts, projectiles and props get split out.

Work starts with the contract. Inspect the repository first: source artifact, runtime loader, skeleton conventions, action API, collision system, catalog schema, budgets and tests. Then copy the matching manifest template from assets/ — character-asset-manifest.template.json or monster-asset-manifest.template.json — and fill it in next to the implementation. Validation runs through scripts/validate_asset_manifest.py <manifest>; add --root <repo> for shipped-file checks and --require-verified only after every acceptance check has actually passed.

Some rules are easy to trip on. Ground the model from feet or authored contact sockets, never from a weapon tip, cloth tail or shadow. Keep at most four normalized skin influences per vertex unless the engine contract says otherwise. Prefer animation-only GLBs for separate clips so they don't smuggle duplicate meshes or textures. And the catalog inspector has to load the same runtime model and action API that gameplay claims — a screenshot or a separate look-dev mesh is not runtime proof.

What it helps with

  • build a character rig without breaking engine skeleton conventions
  • split equipment into slots instead of fusing it into the body
  • add idle, walk, run, attack, hit, dodge and death clips
  • bind weapons and VFX to named sockets
  • validate an asset manifest before the runtime build

Example prompts for the agent

  • build the rigged character package from the character-asset-manifest template and validate it
  • separate the sword and helmet into their own assets and bind them to the main hand and headgear sockets
  • give the monster idle, locomotion, primary-attack, hit and death roles with telegraph windows

How to install build-rigged-game-assets

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill build-rigged-game-assets -a claude-code

2Manually: put the files in place

~/.claude/skills/build-rigged-game-assets/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/build-rigged-game-assets/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about build-rigged-game-assets

How do I install build-rigged-game-assets in Claude?

Run npx skills add MengTo/Skills --skill build-rigged-game-assets -a claude-code. The skill lands at ~/.claude/skills/build-rigged-game-assets/SKILL.md.

What does build-rigged-game-assets do?

It drives the build of a game actor: main model, skeleton, animation library, sockets, collision contracts and separate equipment. It also covers the catalog card and an inspector with action and equipment controls.

How does the character profile differ from the monster profile?

Characters declare every canonical equipment slot and require idle, walk, run, primary-attack, hit, dodge and death roles. Monsters need no wearable slots — only weapons, breakable parts and projectiles get separated, and roles start at idle, locomotion, primary-attack, hit, death.

Source text

SKILL.md · MIT
---
name: build-rigged-game-assets
description: Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.
---

# Build Rigged Game Assets

Build one truthful actor package from source reference through gameplay and catalog proof.

## Establish the contract first

Inspect repository truth before generating or editing files:

- Locate the source image/model, runtime loader, skeleton conventions, action API, equipment system, collision system, catalog schema, review routes, budgets, and tests.
- Classify the actor as `character` or `monster`.
- Classify delivery as `catalog-only`, `review-only`, or `runtime`. Do not call an asset implemented until gameplay loads it.
- Preserve immutable source artifacts separately from optimized runtime files.
- Decide target formats before using a credit-bearing generator.

Copy the matching template from `assets/`, fill it in, and keep it beside the implementation or in the project’s asset metadata location:

- `character-asset-manifest.template.json`
- `monster-asset-manifest.template.json`

Run `scripts/validate_asset_manifest.py <manifest>` before building. Re-run with `--root <repo>` for shipped-file checks and `--require-verified` only after every acceptance check has actually passed.

Read [references/requirements.md](references/requirements.md) before creating the model, rig, actions, equipment, sockets, or collision data. Read [references/catalog-and-testing.md](references/catalog-and-testing.md) when adding the catalog card, inspector, moveset route, telemetry, or release tests.

## Build the common actor package

1. Preserve the source.
   - Record reference images, source tasks, imported files, licenses, generator/model, and material provenance.
   - Never overwrite the high-detail source with the runtime optimization.
2. Produce the main model.
   - Normalize scale, Y-up, forward axis, pivot, ground contact, materials, textures, and triangle budget.
   - Ground from feet or authored contact sockets, never a weapon tip, cloth tail, shadow, or VFX.
   - Remove isolated triangles, non-manifold fragments, duplicate surfaces, hidden generator debris, and unused nodes.
3. Build one stable rig.
   - Name root, hips/center mass, head, limbs, feet, and attachment sockets explicitly.
   - Keep at most four normalized skin influences per vertex unless the engine contract says otherwise.
   - Preserve a deterministic bind pose, finite transforms, positive usable scale, and compatible skeleton identity across every clip.
4. Build the action library.
   - Give every clip a stable `id`, semantic `role`, loop policy, root-motion policy, duration, contact events, and source.
   - Prefer animation-only GLBs for separate clips. They must not smuggle duplicate meshes, materials, or textures.
   - Make non-looping actions restartable and return to the intended locomotion/idle state.
5. Build runtime integration.
   - Use one asset-specific loader/factory with disposal for geometry, materials, textures, mixers, events, observers, renderers, and animation frames.
   - Publish source, model, rig, socket, action, equipment, collider, triangle, material, and status metadata.
   - Keep a truthful rollback path when replacing a shipped runtime asset.

## Apply the character profile

Treat the main model as the persistent body/base layer. Do not fuse swappable equipment into it.

- Declare every canonical slot: headgear, vestment, gloves, leggings, boots, main hand, offhand, and back/ranged.
- Mark unsupported slots explicitly instead of silently omitting them.
- Store supported swords, shields, bows, helmets, armor, and accessories as separate assets or independently addressable roots.
- Bind equipment to named sockets. Declare active and stowed sockets when an item changes state.
- Toggling a slot off must leave no floating trim, grip, one-triangle shards, duplicate baked weapon, or incidental gameplay prop.
- When the source contains no body beneath occluded equipment, create a fitted rig-following underlayer and record that limitation. Do not invent invisible anatomy claims.
- Require the character action roles `idle`, `walk`, `run`, `primary-attack`, `hit`, `dodge`, and `death`. Add block/ward, charged attack, cast, bow aim/shoot, jump, interaction, or class actions when gameplay exposes them.
- Keep equipment visibility independent from action selection unless the action deliberately changes active/stowed state.

## Apply the monster profile

Treat a monster as one authored combat actor, not a player wardrobe.

- Do not require wearable slots. Separate only weapons, breakable parts, dropped parts, projectiles, or props that must animate, hide, detach, or collide independently.
- Require the monster action roles `idle`, `locomotion`, `primary-attack`, `hit`, and `death`.
- Add secondary attack, ranged attack, pounce, cast, summon, block, stagger, roar, spawn, or phase-transition roles only when the combat design uses them.
- Define navigation and hurt colliders plus per-attack telegraph, active, and recovery windows.
- Bind attack origins, projectiles, VFX, audio, head/torso targeting, and feet to named sockets.
- Keep visual animation separate from authoritative attack volumes, damage timing, AI state, and navigation.
- Test every attack at its authored range, facing, contact window, interruption, death, and cleanup boundary.

## Build the catalog lab

Create both surfaces:

- Catalog card: transparent PNG, truthful label, zero WebGL canvases.
- Selected inspector/review route: exactly one live model canvas with source, status, budgets, rig, sockets, actions, and known boundaries.

Provide:

- drag-to-rotate while preserving page scroll;
- action selection for every shipped clip, including visible Walk, Hit, and Death controls;
- restart and pause/play;
- equipment toggles for characters, including clean all-off and active/stowed states;
- combat-state or attack controls for monsters instead of character gear controls;
- a fallback image until the real model is ready;
- deterministic runtime telemetry defined in the catalog/testing reference.

The inspector must load the same runtime model, rig, clips, equipment rules, and action API claimed by gameplay. A screenshot or separate look-dev mesh is not runtime proof.

## Verify and commit

Run the project’s focused asset tests, manifest validator, build, lint, full tests, and `git diff --check`.

In the repository-approved browser:

- verify the card has one transparent image and zero canvases;
- verify the inspector has one model host/canvas;
- click every action and confirm the selected/playing state;
- toggle every character slot individually and all equipment off;
- inspect front, back, and both sides for fragments, holes, grounding, and socket errors;
- drag the model, scroll the page, and test the supported narrow/mobile layout;
- verify fallback and model-load failure behavior;
- verify no broken media or console warning/error.

Commit only the narrow asset lane. Report the manifest, main/runtime models, gear files, rig and sockets, actions, catalog route, status, verification results, known boundaries, and exact commit SHA. Report full-suite baseline failures separately.

© MengTo · MIT · MengTo/Skills

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