czn-character-spine-unity-import

Extract CZN character Spine 3.8 models and skill VFX, then import and validate them in Unity.

2|Updated May 18, 2026
One-click install
npx skills add https://github.com/pcone-mm/NewFPG --skill czn-character-spine-unity-import-pcone-mm
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: czn-character-spine-unity-import
Source: https://github.com/pcone-mm/NewFPG/tree/main/.codex/skills/czn-character-spine-unity-import
Command: npx skills add https://github.com/pcone-mm/NewFPG --skill czn-character-spine-unity-import-pcone-mm

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Recovering a Chaos Zero Nightmare (CZN) character's battle models, layered skill effects, and camera timing from packed game archives into a working Unity project is a multi-stage, error-prone process involving proprietary SCSP1U formats, dependency auditing, and replay validation. This Skill codifies that entire pipeline so it can be repeated for any character ID. ## Core Features & Use Cases - Dependency audit and read-only extraction: Resolve a character ID, audit all model/config/effect records into complete_records.json, and extract from the game client without modifying it. - SCSP1U to Spine 3.8 conversion: Convert proprietary skeleton data into canonical Spine JSON with per-batch reports covering animations, atlases, constraints, and unsupported record types. - Unity import and skill composition: Generate SkeletonDataAssets, prefabs, SkillSequence assets, Timelines, and preview scenes, reconstructing SRMD/BRMD command graphs into Spine, particle, camera, and marker cues. - Deterministic replay validation: Sample cue boundaries, verify hard-replay behavior (ClearTracks, SetToSetupPose, SetAnimation), and confirm runtime layer counts do not grow. - Use Case: Ask to import character ID 30093's battle model and full skill effects; the Skill audits records, extracts and converts assets, builds Unity preview scenes, and produces handoff documentation with validation reports. ## Quick Start Use the CZN character import workflow to recover character ID 30093's battle model and full skill effects, import them into Unity, and validate preview and replay behavior.

Frequently Asked Questions about czn-character-spine-unity-import

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

FAQPage Schema
How do I import a CZN character's Spine models into Unity?

First audit the character's dependencies into complete_records.json, then run extract_character.py with explicit label, character ID, and output roots. Convert SCSP1U files with scsp1u_to_spine.py, let spine-unity 3.8 generate SkeletonDataAssets, and build prefabs and preview scenes.

How do I convert SCSP1U files to Spine 3.8 JSON?

Run scsp1u_to_spine.py over the SpineSource and AncillarySource directories with a report path. Never rename SCSP1U to .skel, and never overwrite the canonical converter JSON with a Spine Editor re-export, since the editor may normalize mesh and deform data.

Can I reuse the Heidemarie extraction defaults for another character?

No. The extract_character.py defaults and the HeidemarieSkillComposer are hardcoded to character 30093. For a new character you must audit dependencies first, pass explicit parameters, and adapt or create a character-specific Editor composer.

Why do attachments disappear when replaying a Spine skill animation?

Attachment timelines can set slots to null at the terminal frame with no non-null key at the next start. The correct hard replay order is ClearTracks, SetToSetupPose, SetAnimation, then apply and update; this project uses SkeletonAnimation.ClearState() for the first two steps.

What are the limitations of the CZN import pipeline?

Extraction and conversion are parameterized, but dependency-audit generation and skill-graph composition still require character-specific analysis. Masks, custom shaders, shared particle textures, post-processing, and hit-stop may need manual restoration, and extracted game assets must remain local-only.