character-model

Generate rigged humanoid 3D characters via T-pose reference images and Meshy auto-rigging.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill character-model-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: character-model
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/character-model
Command: npx skills add https://github.com/SummerEngine/summer --skill character-model-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about character-model

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

FAQPage Schema
How do I generate a rigged 3D character for my game?

Generate a front-facing T-pose reference image, convert it to a 3D mesh with image-to-3d, get user approval on the un-rigged preview, then run the rig pass with rig=true. Import the resulting .glb and wire it as CharacterBody3D or Node3D in your scene.

Why does my rigged character T-pose motionless after import?

The Skeleton3D node appears stale after importing a rigged .glb, so animations fail to bind. Restart the Summer Engine editor after import; there is no programmatic workaround, and the restart always fixes it.

Can Meshy auto-rig quadruped characters like wolves or dragons?

No, Meshy auto-rig is humanoid-only and requires a bipedal silhouette with two arms, two legs, and one head. Quadrupeds need a hand-authored skeleton or a quadruped-specific rigging provider, which is out of scope for this pipeline.

What polycount should I use for game characters?

Use 8k-15k tris for hero characters, 3k-6k for grunt enemies, 1k-2k for crowd NPCs, and 1k-3k for mobile. Set target_polycount at the mesh generation step because the rig pass locks topology and polycount cannot be reduced afterward.

Should I use CharacterBody3D or Node3D for my character?

Use CharacterBody3D for players and enemies that move with code and collide with walls, since it provides move_and_slide() and kinematic physics. Use Node3D for cinematic NPCs and background characters to avoid physics overhead.

How do I add animations to the generated character?

Pass the rigAssetId returned by the rig pass to the generate-motion skill, for example summer_generate_motion with backend meshy-library and a motionName like walk. The rigged skeleton is Meshy-compatible and drives clips directly.