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3d Asset Pipeline

Community
MRCalderon3D
3d-asset-pipeline

Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill name3d-asset-pipeline
Stars
85
Forks
13
Bundled files
Instructions only
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.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by MRCalderon3D on GitHub. Read the source before you install it.

Installation

Install the 3d Asset Pipeline 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/MRCalderon3D/everything-game-dev-code.git /tmp/everything-game-dev-code
mkdir -p .claude/skills
cp -r /tmp/everything-game-dev-code/skills/art-audio-content/3d-asset-pipeline .claude/skills/3d-asset-pipeline
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable 3d Asset Pipeline 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 3d Asset Pipeline 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 3d Asset Pipeline 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.

3D Asset Pipeline

Purpose

Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.

Use When

  • the project ships 3D models and no export/import convention exists yet
  • imported models need manual scale, rotation, or pivot fixes per asset
  • multiple artists or DCC tools feed the same project and outputs diverge

Inputs

  • DCC tools in use (Blender, Maya, etc.) and target engine or runtime
  • interchange format decision (glTF/GLB preferred for web and Godot, FBX where the engine pipeline expects it)
  • unit scale and axis conventions of the target
  • entity inventory with intended gameplay sizes

Process

  1. fix the unit scale (meters per unit) and axis convention once, configure every DCC export preset to match, and document them where artists and programmers both see them
  2. define pivot/origin rules per asset category: characters at feet, props at base or grip, modular pieces at a snapping corner — chosen for placement, not authoring convenience
  3. standardize naming and folder structure per category (characters, props, environment, modular kits) consistent with the art bible
  4. define the export preset per format: applied transforms, triangulation, smoothing/normals, tangents, and which channels (UVs, vertex colors) are required
  5. budget polycount and texture resolution per asset category against the weakest target platform
  6. validate on import, not on complaint: a checklist (scale probe, orientation, pivot, naming, polycount) every new asset passes before integration
  7. keep source files (.blend, .ma) in source control or a documented store, separate from exported runtime assets

Outputs

  • unit/axis/pivot convention sheet
  • export presets per DCC tool and format
  • naming and folder convention per asset category
  • polycount/texture budgets and the import validation checklist

Quality Bar

  • any new model imports at correct size and orientation with zero per-asset fixes in engine or code
  • pivots support placement and snapping without runtime offsets
  • every asset passes the import checklist before it reaches a scene
  • source art and exported runtime assets never mix in one folder

Common Failure Modes

  • per-asset magic scale factors scattered through scenes or code because exports never matched the unit convention
  • pivots at world origin or authoring position, forcing offset parents everywhere
  • mixed normals/tangent settings causing lighting seams between assets
  • runtime folders polluted with source files, making it unclear what ships

Related Agents

  • technical-artist
  • level-designer
  • performance-reviewer

Related Commands

  • art-3d-pass
  • perf-budget
  • verify

Related Skills

  • materials-shading-pipeline
  • asset-management
  • art-bible

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Boundary: this skill owns geometry/export conventions; materials-shading-pipeline owns surfacing; rigging-skinning-pipeline owns deformation.

Frequently asked questions

What does the 3d Asset Pipeline AI skill do?

Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.

Why use 3d Asset Pipeline on TypingMind?

Because you install it once and use it with any model. 3d Asset Pipeline 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 3d Asset Pipeline in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/art-audio-content/3d-asset-pipeline. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use 3d Asset Pipeline?

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 3d Asset Pipeline?

As many as you like. As long as a model supports skills, you can use 3d Asset Pipeline with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the 3d Asset Pipeline AI skill free?

Yes. It is published on GitHub by MRCalderon3D 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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