What problem does it solve?
Building production-ready rigged 3D actors for games involves many failure points: fused equipment baked into models, inconsistent skeletons across animation clips, missing collision contracts, and catalog previews that do not reflect the real runtime asset. This Skill provides a complete contract-driven workflow for creating, integrating, and auditing rigged characters and monsters from source reference through gameplay and catalog proof.
Core Features & Use Cases
- Manifest-driven asset contracts: Fill in character or monster JSON manifest templates covering rig, sockets, actions, equipment slots, collision, budgets, and verification gates, then validate them with the bundled Python script.
- Character and monster profiles: Enforce separate swappable equipment slots (headgear, main-hand, offhand, etc.) for characters and combat contracts (telegraph/active/recovery windows, hurtboxes, attack sockets) for monsters.
- Catalog lab and testing: Build a transparent-PNG catalog card plus a single-canvas interactive inspector with action controls, equipment toggles, drag-to-rotate, and deterministic runtime telemetry.
- Use Case: You import an FBX knight model into a Three.js game. Use this Skill to normalize the rig, split the sword and shield into socket-bound gear files, author idle/walk/attack/death clips, validate the manifest, and ship an interactive asset-catalog inspector with browser-verified acceptance checks.
Quick Start
Use the build-rigged-game-assets skill to create a rigged character with idle, walk, attack, and death animations, separate sword and shield equipment, and an interactive catalog inspector.