media-asset-pipeline

Community

Optimize web 3D and media with budgets

AuthorVKirill
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill prevents slow-loading, oversized, and GPU-unfriendly media by turning 3D and web asset optimization into a repeatable, budget-driven workflow.

Core Features & Use Cases

  • glTF/GLB optimization: Compress geometry with Draco/meshopt and optimize textures for GPU delivery with KTX2 (ETC1S/UASTC) using gltf-transform.
  • Blender baking guidance: Bake lightmaps/AO (UVMap + LightmapUV) to reduce runtime shadow cost and draw-call pressure.
  • Deterministic asset budget checks: Enforce CI/CD size thresholds for GLB/GLTF/images/video/animations to stop regressions before release.
  • Responsive media rules: Select AVIF/WebP strategies, set srcset/sizes, and apply LCP/priority hints for reliable performance.
  • Migration and format policy: Move from Lottie-web JSON toward dotLottie/ThorVG-compatible assets and apply file-size caps.

Quick Start

Use the media-asset-pipeline skill to optimize a candidate 3D model and its textures for WebGL by compressing geometry and textures, selecting responsive image/video formats, and then validating the output against the stated asset budgets for release readiness.

Dependency Matrix

Required Modules

None required

Components

references

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: media-asset-pipeline
Download link: https://github.com/VKirill/antigravity-for-claude-code/archive/main.zip#media-asset-pipeline

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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