What problem does it solve? Creating a rigged, animation-ready 3D character normally requires manual modeling and skeleton rigging expertise. This Skill automates the full pipeline from a text prompt to a rigged humanoid .glb wired into a Summer Engine scene, while gating the expensive rig pass behind user approval to control cost. ## Core Features & Use Cases - Two-pass generation with review gate: Produces a T-pose reference image, then an un-rigged mesh for user preview, and only runs the paid Meshy rig pass after explicit approval. - Polycount targeting by role: Presets for hero characters, grunt enemies, crowd NPCs, mobile, and cinematic use via target_polycount options. - Scene wiring: Instantiates the rigged .glb under CharacterBody3D (players, enemies) or Node3D (cinematic NPCs) with collision shapes, and hands off the rigAssetId to the generate-motion skill for animation clips. - Use Case: Ask for a knight player character; the Skill generates the T-pose concept, builds a 12k-tri mesh, gets your approval, rigs it with a Meshy-compatible skeleton, and wires it into your scene ready for idle/walk/run animations. ## Quick Start Ask your AI agent to generate a rigged knight character for the player and wire it into the main scene as a CharacterBody3D.