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fal-assets — Claude Code skill: what it does, how to install

Generates sprites, tileable textures, 3D models, SFX, and music via fal. Built for modders and game developers who need ready-to-use visual and audio assets directly in their workspace.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add rehan-remade/universal-modder --skill fal-assets -a claude-code
Open on GitHub

What fal-assets does

This skill connects your coding agent to fal generative models using an MCP server or the um fal CLI. It handles 2D sprites with transparent backgrounds, pixel art conversion, PBR material maps, image-to-3D GLB export, humanoid auto-rigging, voice lines, and cutscene video clips.

A valid FAL_KEY is required before running recipes. Without this key in your environment or .env file, the MCP server will not connect.

When files are written to disk, um fal logs the endpoint, seed, input values, and request ID into <out>/fal_manifest.jsonl. This makes every generated asset reproducible whenever you need to tweak a prompt or re-render a frame.

What it helps with

  • generate 2D sprites and icons with transparent backgrounds
  • create tileable PBR textures with normal and roughness maps
  • convert concept art into rigged 3D models
  • generate sound effects and adaptive background music

Example prompts for the agent

  • Generate a pixel art potion icon with a transparent background using um fal
  • Create a tileable mossy brick wall texture with PBR maps
  • Turn this weapon image into a GLB 3D model

How to install fal-assets

1Skills CLI (Vercel)

npx skills add rehan-remade/universal-modder --skill fal-assets -a claude-code

2Manually: put the files in place

~/.claude/skills/fal-assets/SKILL.md

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

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The whole set →

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Questions about fal-assets

How to install fal-assets in Claude Code?

Run npx skills add rehan-remade/universal-modder --skill fal-assets -a claude-code. The skill will be registered for your agent.

What does fal-assets do?

It automates game asset creation across 2D art, 3D meshes, textures, and audio by routing requests to fal endpoints.

Where does it keep track of generated files?

The tool logs the model endpoint, prompt inputs, seed, and request ID into <out>/fal_manifest.jsonl. You can trace and recreate any asset later.

Source text

SKILL.md · MIT
---
name: fal-assets
description: Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.
---

# Game assets with fal

fal runs hundreds of generative models behind one API key. Use it whenever the mod needs something that
doesn't exist yet: a weapon sprite, a boss, a unit rendered from 16 angles, a tileable floor, a laser sound,
boss music, a voiced line.

## Setup (check once per session)
- **Key.** Create one at https://fal.ai/dashboard/keys. `um fal` takes `FAL_KEY` from the environment first,
  then the key the human stored with `um fal key set` (a hidden prompt: the desktop keyring on Linux, through
  libsecret's `secret-tool`; an owner-only `~/.secrets/fal-key` where there's no `secret-tool`), then
  `FAL_KEY=...` in a `.env` in the working folder. `um fal key status` shows which source is used, with keys
  masked. Never write the key into mod files or configs; `um publish check` flags leaked keys.
- **MCP.** fal's hosted MCP server is `https://mcp.fal.ai/mcp` with header `Authorization: Bearer $FAL_KEY`.
  The repo pre-configures it for each agent:
  - Claude Code: `.mcp.json`
  - Codex: `.codex/config.toml`
  - Cursor: `.cursor/mcp.json`
  - VS Code/Copilot: `.vscode/mcp.json`
  - Gemini CLI: `gemini-extension.json`
  - OpenCode: `opencode.json`

  They read `FAL_KEY` from the agent's environment, and without it the server doesn't connect. If the fal
  MCP tools are missing, use `um fal` meanwhile and tell the human. They can start the agent with `FAL_KEY`
  set (on Linux, from the keyring:
  `export FAL_KEY="$(secret-tool lookup service fal.ai key api)"`), or add fal's OAuth endpoint, which takes
  a browser sign-in instead of a key:
  - Claude Code: `claude mcp add --transport http fal-oauth https://mcp.fal.ai/mcp-relay`, then
    Authenticate it in `/mcp`
  - Codex: `codex mcp add fal-oauth --url https://mcp.fal.ai/mcp-relay`, then `codex mcp login fal-oauth`
  - anything else: a Streamable HTTP server at `https://mcp.fal.ai/mcp-relay` with OAuth and no header
    (https://fal.ai/docs/documentation/setting-up/mcp)

  Outside a clone, with a key: Codex takes `[mcp_servers.fal]` with `url = "https://mcp.fal.ai/mcp"` and
  `bearer_token_env_var = "FAL_KEY"` in `~/.codex/config.toml`.
  MCP tools: `search_models`, `recommend_model`, `get_model_schema`, `get_pricing`, `run_model`,
  `submit_job`/`check_job`/`get_job_result`, `upload_file`, `search_docs`.
- **No fal key?** For images, `um comfy` uses a local ComfyUI server instead (`um comfy status`, then
  `um comfy image "..." --sprite`). It has no audio, 3D or video recipes.
- **Sprixen** is another hosted option for 2D art only. It's a separate paid service (an account, an API key
  and credits), so ask the user before using it. `um sprixen` keeps one art style, resolution and view per
  project (`um sprixen sprite "..." --style pixel_art --size 32x32`), turns a sprite id into a one-row sheet
  of 2-12 frames (`um sprixen animate <sprite_id> --type walk`), and makes terrain tiles. The key goes in
  `SPRIXEN_API_KEY` or `um sprixen key set`, and `um sprixen credits` shows the balance. No audio, 3D or video.
- **Voidless** is another separate paid service for 2D art (an account on a plan with API access, an API key
  and credits), so ask the user before using it. `um voidless sprite "..."` prints an asset id; `um voidless
  rotate <asset_id>` adds the eight facings, and `um voidless animate <asset_id> --preset <key>` adds a set of
  clips at the asset's size (`um voidless presets` lists the keys). `um voidless fetch <asset_id>` downloads
  the frames again without generating. The key goes in `VOIDLESS_API_KEY` or `um voidless key set`, and
  `um voidless credits` shows the balance. For 8 or 16 headings from a 3D model instead, see `um render3d`.
- **CLI alternatives:** `pip install fal` gives `fal api <endpoint> key=value key:=json`; the genmedia CLI
  (`genmedia run ... --json --download`) is agent-friendly too.

## Which interface
- **Discovery** (what's the best model for X right now, its inputs, its price): fal MCP
  `recommend_model` / `search_models` / `get_model_schema` / `get_pricing`, or `um fal search`,
  `um fal schema <endpoint>`, `um fal price <endpoint>`. The catalog changes weekly. The defaults below were
  current in September 2026; check before a big batch.
- **Anything that must land on disk** (every game asset): `um fal <recipe>`. It uploads local inputs,
  queues, polls, downloads every output file, and appends the endpoint, inputs, seed and request id to
  `<out>/fal_manifest.jsonl`, so every asset can be traced and regenerated.
- **Quick look or one-off** where a URL is enough: MCP `run_model`.

## Recipes (`um fal <recipe> --help` for options; `--model` overrides the endpoint; `--set k=v` passes extra inputs)

| Asset | Command | Default endpoint |
|---|---|---|
| Sprite / icon, transparent background | `um fal sprite "<subject, view, style>" --name x` | `openai/gpt-image-2` (`background=transparent`) |
| Concept art, key art, backgrounds | `um fal image "<prompt>" --aspect 16:9` | `fal-ai/nano-banana-2` |
| Consistent variants, extra frames, recolors, same character new pose | `um fal edit "<change>" --ref base.png` | `fal-ai/nano-banana-2/edit` |
| Background removal | `um fal rmbg in.png` | `fal-ai/birefnet/v2` |
| Clean pixel art from any image | `um fal pixelate in.png --colors 24` | `fal-ai/image2pixel` |
| Upscale | `um fal upscale in.png --factor 2` | `fal-ai/seedvr/upscale/image` |
| Seamless tiling texture | `um fal texture "mossy cobblestone"` | `fal-ai/z-image/turbo/tiling` |
| PBR maps (basecolor, normal, roughness, metalness, height) | `um fal pbr "rusted sheet metal"` | `fal-ai/patina/material` |
| Image → textured 3D model (GLB) | `um fal model3d concept.png [--engine trellis2\|hunyuan\|tripo\|meshy]` | `fal-ai/trellis-2` |
| Auto-rig a humanoid, optional animations | `um fal rig character.glb --animate` | `fal-ai/meshy/rigging` |
| Sound effect | `um fal sfx "plasma rifle shot, punchy" --seconds 1.2` | `fal-ai/elevenlabs/sound-effects/v2` |
| Music | `um fal music "tense boss battle, chiptune, 150 bpm" --seconds 90` | `elevenlabs/music/v2.5` |
| Voice line | `um fal voice "You dare challenge me?" --voice-id Adam` | `fal-ai/elevenlabs/tts/eleven-v3` |
| Trailer / cutscene clip | `um fal video still.png "camera orbits the boss"` | `bytedance/seedance-2.5/image-to-video` |
| Anything else | `um fal run <endpoint> key=value key:=json [email protected]` | any |

Other useful endpoints:
- 3D: `tripo3d/tripo/remesh` and `fal-ai/meshy/v5/remesh` (low-poly, game-ready), `fal-ai/trellis-2/retexture`.
- Motion: `fal-ai/hunyuan-motion` (text → motion).
- Icons: `fal-ai/recraft/v4.1/text-to-vector` (SVG icons).
- Video cutouts: `pixelcut/video-background-removal`.
- Music: `google/lyria-3.5`.
- Voice: `fal-ai/minimax/speech-2.8-hd`.

## Prompting game art that fits the game
- **Look at the game's own assets first:** pixel size, outline, palette, perspective, facing, how busy they
  are. Put that into a reusable style suffix. For Terraria: *"16-bit pixel art game sprite in the style of
  Terraria, crisp dark outline, limited palette, centered, plain flat white background, no shadow, no
  text"*.
- **Describe the view and orientation explicitly:** "perfectly horizontal side view with the muzzle pointing
  right" for held weapons, "seen from the side facing left" for enemies, "pointing straight down" for a
  falling bomb. Engines have conventions (Terraria items point right, NPCs face left) and fixing
  orientation afterwards costs quality.
- **Backgrounds:** transparent (gpt-image-2) or a flat colour that `um sprite cutout` can flood-fill.
  Avoid gradients, scenery and ground shadows. If a soft shadow sneaks in, use `--grey` / `--keep-top`
  in cutout.
- **Player / team colour:** ask for "bright saturated blue accents" on the parts that should take the
  player's colour, then `um sprite team-mask --hue blue` turns them into a mask.
- **Consistency across a set:** generate one hero image, then derive the rest with the edit endpoint and the
  hero as `--ref` ("same robot, now firing, muzzle flash"). Don't ask one prompt for a whole sprite sheet;
  grids come out uneven.
- **Many angles or frames of the same object:** go 3D. Take the concept, run `um fal model3d`, then
  `um render3d` from the game's camera (asset-pipeline skill). That's how the AoE2 robotaxi got 16
  consistent headings × 5 animations.
- **No text or logos** in art unless wanted: models love to add them.

## Audio for engines
- The SFX and music endpoints return MP3. Convert to what the engine wants:
  - `ffmpeg -i x.mp3 -ar 44100 x.wav` (XNA/tModLoader, most engines);
  - `ffmpeg -i x.mp3 -c:a libvorbis -q:a 5 x.ogg` (Minecraft, Godot, Unity);
  - trim silence first: `-af silenceremove=start_periods=1:start_threshold=-50dB`.
- Loops: `um fal sfx ... --loop`, or ask the music model for a loopable track and crossfade the ends.
- Keep SFX short (0.2-2 s) and normalize loudness (`-af loudnorm=I=-16`) so they sit with the game's own
  sounds.

## Cost and etiquette
- **Price the expensive stuff:** before batching 3D, video or long music, check the price
  (`um fal price <endpoint>` / MCP `get_pricing`). For more than about 20 generations or anything
  video-sized, tell the user the rough cost first.
- **Iterate cheap:** use low quality or resolution while exploring (`--quality low`, `--res 0.5K`), then
  re-run the winners at full quality with the same prompt (and seed where supported).
- **Reproducibility:** keep `fal_manifest.jsonl` with the assets; it records prompts, seeds and request ids.
- **Credits:** in the mod's README, credit that assets were generated with fal and name the models. Check a
  model's license page for commercial use.

© rehan-remade · MIT · rehan-remade/universal-modder

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