media-asset-pipeline

Compress glTF/GLB assets and enforce CI file-size budgets.

15|2|Updated May 23, 2026
One-click install
npx skills add https://github.com/VKirill/antigravity-for-claude-code --skill media-asset-pipeline
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: media-asset-pipeline
Source: https://github.com/VKirill/antigravity-for-claude-code/tree/main/skills/media-asset-pipeline
Command: npx skills add https://github.com/VKirill/antigravity-for-claude-code --skill media-asset-pipeline

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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.

Frequently Asked Questions about media-asset-pipeline

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

FAQPage Schema
How do I compress glTF files with Draco and KTX2 textures for WebGL delivery?

To compress glTF files for WebGL, apply geometry compression with Draco or meshopt and optimize textures for GPU delivery using KTX2 (ETC1S/UASTC) formats. This workflow relies on gltf-transform CLI steps to prepare production-ready assets.

What is the best way to enforce file-size budgets for 3D models and media in CI/CD?

The best way to enforce file-size budgets in CI/CD is by applying deterministic asset auditing checks that validate size thresholds for GLB, images, video, and animations, stopping performance regressions before release.

How does baking lightmaps in Blender reduce runtime shadow cost?

Baking lightmaps in Blender reduces runtime shadow cost by precomputing ambient occlusion and lighting into UVMap and LightmapUV textures. This lowers real-time shadow rendering pressure and decreases draw calls.

When do I need to migrate Lottie-web JSON to dotLottie format?

You need to migrate Lottie-web JSON to dotLottie format when applying file-size caps and migration policies for web animations. Moving to dotLottie or ThorVG-compatible assets improves delivery efficiency and enforces size constraints.

Can I use AVIF and WebP srcset rules for responsive image delivery?

Yes, you can use AVIF and WebP strategies for responsive image delivery by selecting appropriate formats, setting srcset and sizes attributes, and applying LCP priority hints to ensure reliable web performance.

Does gltf-transform support meshopt compression for mobile and desktop platforms?

Yes, gltf-transform supports meshopt compression alongside Draco to optimize geometry for both mobile and desktop WebGL platforms. It ensures assets adhere to platform-specific performance constraints during delivery.