media-asset-pipeline
CommunityOptimize web 3D and media with budgets
Software Engineering#asset optimization#responsive images#dotlottie#ktx2#gltf-transform#blender baking#ci 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 requiredComponents
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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