build-rigged-game-assets

Create rigged 3D game characters and monsters with animations, equipment, and catalog inspectors.

5.7k|685|Updated Feb 3, 2026
One-click install
npx skills add https://github.com/MengTo/Skills --skill build-rigged-game-assets
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: build-rigged-game-assets
Source: https://github.com/MengTo/Skills/tree/main/agent-skills/game-development/build-rigged-game-assets
Command: npx skills add https://github.com/MengTo/Skills --skill build-rigged-game-assets

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

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.

Frequently Asked Questions about build-rigged-game-assets

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a rigged 3D character for a game with equipment slots?

Fill in the character manifest template declaring all canonical slots (headgear, vestment, gloves, leggings, boots, main-hand, offhand, back-ranged), bind each item to a named socket, and keep gear as separate GLB files. Validate with scripts/validate_asset_manifest.py before building.

What animation clips does a game character or monster need?

Characters require idle, walk, run, primary-attack, hit, dodge, and death roles; monsters require idle, locomotion, primary-attack, hit, and death. Each clip needs a stable id, loop policy, root-motion policy, duration, and contact events, preferably as animation-only GLBs.

How do I validate a game asset manifest in Python?

Run python3 scripts/validate_asset_manifest.py <manifest> to check schema, required roles, sockets, and slots. Add --root <repo> to verify shipped files exist and --require-verified only after all acceptance gates have passed.

Can I use generated FBX or GLB models with fused equipment?

Yes, but fused gear must be audited and removed or regenerated rather than hidden with visibility flags. If the source has no geometry beneath an occluded item, create a fitted rig-following underlayer and record that limitation in the manifest.

Why does my asset catalog card fail validation?

Cards fail when they initialize a WebGL canvas, lack a transparent PNG, or when the inspector uses more than one canvas. The contract requires cardCanvasCount of 0, inspectorCanvasCount of 1, and controls matching the actor kind.

What are the limitations of this rigged asset workflow?

It enforces a maximum of four skin influences per vertex, requires deterministic skeleton identity across all clips, and rejects assets where gameplay never loads the model from being marked as runtime. It assumes an engine with Y-up conventions and socket-based attachment.