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Build Rigged Game Assets

CommunityPopular
MengTo
build-rigged-game-assets

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.

Overview

PublisherMengTo
RepositorySkills
Skill namebuild-rigged-game-assets
Stars
6.1K
Forks
717
Bundled files
6
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 6 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by MengTo on GitHub. Read the source before you install it.

Installation

Install the Build Rigged Game Assets AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/MengTo/Skills.git /tmp/Skills
mkdir -p .claude/skills
cp -r /tmp/Skills/agent-skills/game-development/build-rigged-game-assets .claude/skills/build-rigged-game-assets
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Build Rigged Game Assets in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Build Rigged Game Assets on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Build Rigged Game Assets is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Build Rigged Game Assets

Build one truthful actor package from source reference through gameplay and catalog proof.

Establish the contract first

Inspect repository truth before generating or editing files:

  • Locate the source image/model, runtime loader, skeleton conventions, action API, equipment system, collision system, catalog schema, review routes, budgets, and tests.
  • Classify the actor as character or monster.
  • Classify delivery as catalog-only, review-only, or runtime. Do not call an asset implemented until gameplay loads it.
  • Preserve immutable source artifacts separately from optimized runtime files.
  • Decide target formats before using a credit-bearing generator.

Copy the matching template from assets/, fill it in, and keep it beside the implementation or in the project’s asset metadata location:

  • character-asset-manifest.template.json
  • monster-asset-manifest.template.json

Run scripts/validate_asset_manifest.py <manifest> before building. Re-run with --root <repo> for shipped-file checks and --require-verified only after every acceptance check has actually passed.

Read references/requirements.md before creating the model, rig, actions, equipment, sockets, or collision data. Read references/catalog-and-testing.md when adding the catalog card, inspector, moveset route, telemetry, or release tests.

Build the common actor package

  1. Preserve the source.
    • Record reference images, source tasks, imported files, licenses, generator/model, and material provenance.
    • Never overwrite the high-detail source with the runtime optimization.
  2. Produce the main model.
    • Normalize scale, Y-up, forward axis, pivot, ground contact, materials, textures, and triangle budget.
    • Ground from feet or authored contact sockets, never a weapon tip, cloth tail, shadow, or VFX.
    • Remove isolated triangles, non-manifold fragments, duplicate surfaces, hidden generator debris, and unused nodes.
  3. Build one stable rig.
    • Name root, hips/center mass, head, limbs, feet, and attachment sockets explicitly.
    • Keep at most four normalized skin influences per vertex unless the engine contract says otherwise.
    • Preserve a deterministic bind pose, finite transforms, positive usable scale, and compatible skeleton identity across every clip.
  4. Build the action library.
    • Give every clip a stable id, semantic role, loop policy, root-motion policy, duration, contact events, and source.
    • Prefer animation-only GLBs for separate clips. They must not smuggle duplicate meshes, materials, or textures.
    • Make non-looping actions restartable and return to the intended locomotion/idle state.
  5. Build runtime integration.
    • Use one asset-specific loader/factory with disposal for geometry, materials, textures, mixers, events, observers, renderers, and animation frames.
    • Publish source, model, rig, socket, action, equipment, collider, triangle, material, and status metadata.
    • Keep a truthful rollback path when replacing a shipped runtime asset.

Apply the character profile

Treat the main model as the persistent body/base layer. Do not fuse swappable equipment into it.

  • Declare every canonical slot: headgear, vestment, gloves, leggings, boots, main hand, offhand, and back/ranged.
  • Mark unsupported slots explicitly instead of silently omitting them.
  • Store supported swords, shields, bows, helmets, armor, and accessories as separate assets or independently addressable roots.
  • Bind equipment to named sockets. Declare active and stowed sockets when an item changes state.
  • Toggling a slot off must leave no floating trim, grip, one-triangle shards, duplicate baked weapon, or incidental gameplay prop.
  • When the source contains no body beneath occluded equipment, create a fitted rig-following underlayer and record that limitation. Do not invent invisible anatomy claims.
  • Require the character action roles idle, walk, run, primary-attack, hit, dodge, and death. Add block/ward, charged attack, cast, bow aim/shoot, jump, interaction, or class actions when gameplay exposes them.
  • Keep equipment visibility independent from action selection unless the action deliberately changes active/stowed state.

Apply the monster profile

Treat a monster as one authored combat actor, not a player wardrobe.

  • Do not require wearable slots. Separate only weapons, breakable parts, dropped parts, projectiles, or props that must animate, hide, detach, or collide independently.
  • Require the monster action roles idle, locomotion, primary-attack, hit, and death.
  • Add secondary attack, ranged attack, pounce, cast, summon, block, stagger, roar, spawn, or phase-transition roles only when the combat design uses them.
  • Define navigation and hurt colliders plus per-attack telegraph, active, and recovery windows.
  • Bind attack origins, projectiles, VFX, audio, head/torso targeting, and feet to named sockets.
  • Keep visual animation separate from authoritative attack volumes, damage timing, AI state, and navigation.
  • Test every attack at its authored range, facing, contact window, interruption, death, and cleanup boundary.

Build the catalog lab

Create both surfaces:

  • Catalog card: transparent PNG, truthful label, zero WebGL canvases.
  • Selected inspector/review route: exactly one live model canvas with source, status, budgets, rig, sockets, actions, and known boundaries.

Provide:

  • drag-to-rotate while preserving page scroll;
  • action selection for every shipped clip, including visible Walk, Hit, and Death controls;
  • restart and pause/play;
  • equipment toggles for characters, including clean all-off and active/stowed states;
  • combat-state or attack controls for monsters instead of character gear controls;
  • a fallback image until the real model is ready;
  • deterministic runtime telemetry defined in the catalog/testing reference.

The inspector must load the same runtime model, rig, clips, equipment rules, and action API claimed by gameplay. A screenshot or separate look-dev mesh is not runtime proof.

Verify and commit

Run the project’s focused asset tests, manifest validator, build, lint, full tests, and git diff --check.

In the repository-approved browser:

  • verify the card has one transparent image and zero canvases;
  • verify the inspector has one model host/canvas;
  • click every action and confirm the selected/playing state;
  • toggle every character slot individually and all equipment off;
  • inspect front, back, and both sides for fragments, holes, grounding, and socket errors;
  • drag the model, scroll the page, and test the supported narrow/mobile layout;
  • verify fallback and model-load failure behavior;
  • verify no broken media or console warning/error.

Commit only the narrow asset lane. Report the manifest, main/runtime models, gear files, rig and sockets, actions, catalog route, status, verification results, known boundaries, and exact commit SHA. Report full-suite baseline failures separately.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Build Rigged Game Assets AI skill do?

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic t...

Why use Build Rigged Game Assets on TypingMind?

Because you install it once and use it with any model. Build Rigged Game Assets is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Build Rigged Game Assets in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MengTo/Skills/tree/main/agent-skills/game-development/build-rigged-game-assets. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Build Rigged Game Assets?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Build Rigged Game Assets?

As many as you like. As long as a model supports skills, you can use Build Rigged Game Assets with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Build Rigged Game Assets AI skill free?

Yes. It is published on GitHub by MengTo under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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