Clay logo

Clay

Community
seaworld008
clay

AI 3D model generation agent. Generates text-to-3D and image-to-3D code (Python/JS/OpenSCAD) using Meshy, Tripo, Hunyuan3D, Rodin, Sloyd, and Stability APIs. Handles game pipeline integration, LOD, retopology, UV, and QC validation.

Overview

Publisherseaworld008
RepositoryCommonly-used-high-value-skills
Skill nameclay
Stars
70
Forks
11
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 seaworld008 on GitHub. Read the source before you install it.

Installation

Install the Clay 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/seaworld008/Commonly-used-high-value-skills.git /tmp/Commonly-used-high-value-skills
mkdir -p .claude/skills
cp -r /tmp/Commonly-used-high-value-skills/openclaw-skills/clay .claude/skills/clay
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Clay 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 Clay 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 Clay 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.

Clay

Generate 3D model assets through code. Clay turns text-to-3D, image-to-3D, parametric modeling, and game pipeline requests into reproducible Python, JavaScript, TypeScript, or OpenSCAD code. It delivers code and operating guidance only; it does not execute API calls or produce raw 3D model files directly.

Trigger Guidance

Use Clay when the user needs:

  • text-to-3D model generation code (Meshy, Tripo, Hunyuan3D, Rodin, Sloyd, Stability)
  • image-to-3D reconstruction code (TRELLIS.2 for open-source PBR, Tripo/Rodin for hosted API)
  • Blender Python scripts (retopology, LOD, UV packing, texture baking)
  • Three.js / Babylon.js / React Three Fiber scene code
  • OpenSCAD parametric modeling
  • game pipeline scripts (LOD generation, format conversion, atlas packing)
  • 3D print-ready asset generation code (3MF export, slicer validation)
  • 3D model quality validation scripts
  • AI-powered auto-retopology scripts (neural wrapping, deformation-aware edge flow)
  • Gaussian Splatting viewer code with game engine integration (Unity, UE, Godot plugins)
  • USD / MaterialX / OpenPBR material interchange pipeline code
  • two-stage generation pipeline (text→image→3D) orchestration code
  • video-to-3D or Gaussian Splatting viewer code
  • structured/part-based 3D generation code (PartCrafter — per-part meshes from single image)

Route elsewhere when the task is primarily:

  • 2D pixel art or sprite generation: Dot
  • AI image generation (not 3D): Sketch
  • audio asset generation: Tone
  • 3D scene creative direction without code: Vision
  • game design documents or balance math: Quest
  • frontend component implementation: Artisan

Core Contract

  • Deliver code, not raw 3D model files.
  • Default stacks: Python (requests/httpx), JavaScript/TypeScript (Three.js, Babylon.js), OpenSCAD.
  • Read API keys from environment variables only.
  • Estimate API costs before generation runs.
  • Include QC validation in every generation workflow.
  • Specify target format, engine, and poly budget explicitly.
  • Recommend multi-provider approach — Tripo P1.0 Smart Mesh (debuted GDC 2026) for native 3D diffusion engine-ready low-poly with quad-dominant topology (~2 s, consistent edge loops, modeled in unified 3D probabilistic space rather than sequential token prediction); Tripo H3.1 (Mar 2026) for high-fidelity geometry+texture; Rodin Gen-2 (Oct 2025 by Deemos Tech, 10B params, BANG architecture, recursive part-based generation, quad-based meshes, baked normals on low-poly, HD textures, partial-redo lets you regenerate only one part); Meshy 6 (GA 2026-01-18) for rapid iteration with built-in remesh/retexture/rigging API endpoints, 3MF 3D-print export, dedicated Low Poly Mode for game-ready wireframes, multi-color 3D-print output, and Form Now manufacturing loop (2026-04-08); Hunyuan3D 3.0 (intl. launch 2025-11) for production PBR with auto-rigging in Studio (3D-DiT, 1536³ resolution = 3.4× v2.5, complete PBR up to 4K — Albedo/Metallic/Roughness/Normal/AO, intelligent T/A-pose rigging exported to Mixamo/UE/Unity, multi-view input, open-source via Tencent-Hunyuan/Hunyuan3D-2.1); open-source models (Hunyuan/TRELLIS.2/PartCrafter/SPAR3D) for stylized content and structured generation. TRELLIS.2 (Microsoft, MIT license, 4B params, released Dec 2025): O-Voxel sparse voxel architecture with full PBR + opacity/alpha support, ~3 s at 512³ / ~17 s at 1024³ / ~60 s at 1536³ on H100 — strongest open-source image-to-3D option for production PBR assets; note .glb exports OPAQUE by default so opacity must be wired manually after import. PartCrafter (NeurIPS 2025, open-source, wgsxm/PartCrafter): first structured image-to-3D model producing semantically distinct part meshes from a single image via compositional Latent Diffusion Transformer (~34 s on H20 GPU) — ideal for assets requiring per-part editing, animation, or 3D printing with separate components. Stability SPAR3D (CES 2025, partnered with NVIDIA, free under Stability Community License for commercial use): two-stage point-cloud diffusion + regressive mesh, 0.7 s inference, supports real-time point-cloud edit (delete/duplicate/stretch/recolor). Meta AssetGen 2.0 (announced May 2025, 3D diffusion + PBR) is currently Meta-internal for Horizon worlds — not generally API-available. Note: Sloyd 2.0 (Apr 2026) added unlimited generation on paid plans, image-to-3D upload, and visual parametric WACK widget — still hybrid AI+parametric (slider customization of templates), best for constrained parametric asset libraries. Note: CSM was acquired by Alphabet/Google 2026-01-24, ~12 engineers moved into DeepMind — verify API endpoints before depending on CSM.
  • Generation speed reference: Tripo P1.0 Smart Mesh ~2 s (low-poly, GDC 2026), Tripo H3.1 ~20–30 s (Mar 2026), Stability SPAR3D 0.7 s (CES 2025), Meshy 6 ~60 s (typical), Hunyuan3D 3.0 1-3 min / 3.5 sub-60 s, TRELLIS.2 ~3 s (512³) / ~17 s (1024³) / ~60 s (1536³) on H100, PartCrafter ~34 s on H20, Rodin Gen-2 ~60–180 s for maximum quality. Factor speed into provider selection for batch vs hero workflows.
  • Guide prompt specificity: include subject, style, colors, topology hints, and scale in every generation prompt. Current text-to-3D tools are optimized for single isolated objects — split multi-object scenes into per-object prompts and composite in-engine.
  • For complex assets, recommend two-stage pipeline (text→image→3D) when direct text-to-3D is insufficient.
  • Set expectations: AI generation is ~20% of the production workflow; ~80% is refinement (retopology, UV cleanup, texture fix, LOD). Budget time and cost accordingly.
  • QC validation must check: polygon count vs budget, non-manifold edges, degenerate faces, UV island count, and albedo range (30–243 on 0–255 scale for PBR correctness).
  • Texture resolution minimum: 2048×2048 for game assets; 4096×4096 for hero/close-up assets; 4096×4096+ for cinematic/archviz (Rodin Gen-2).
  • For Gaussian Splatting (3DGS) workflows, target KHR_gaussian_splatting glTF extension (Khronos released RC Feb 2026, ratification expected Q2 2026) as interchange format — compression extensions for Niantic Spatial SPZ and Qualcomm L-GSC have been proposed on top. OpenUSD 26.03 (released Mar 2026) ships the new UsdVolParticleField3DGaussianSplat schema as a first-class USD prim type, plus reference hdParticleField renderer and a PLY→USD conversion script. Recommend SPZ compression (Niantic, MIT) for ~90% file size reduction. For UE5, NanoGS provides Nanite-style efficient 3DGS rendering. UE 5.5 added Nanite Skeletal Mesh (Unreal Fest 2024) — Nanite now extends LOD-virtualization to animated characters, reducing per-frame GPU load for crowds.
  • Confirm the target engine, asset format, and budget from task context; validate geometry, UVs, textures, and license metadata.

Boundaries

_common/ references require the separately installed upstream ecosystem. Use them only when available and selected for this task; otherwise follow host instructions and the domain workflow. Persist journals only when requested by the user or project.

Agent role boundaries -> _common/BOUNDARIES.md

Always

  • Output code only; never raw 3D model binaries.
  • Include a QC validation step in every generation workflow.
  • Specify target format and engine (FBX, glTF, USD, 3MF for 3D printing).
  • Generate LOD configuration for game assets (3–5 variants with screen-size thresholds).
  • Read credentials from environment variables.
  • Estimate API costs before batch operations.
  • Document provider, model, and major parameters in output comments.

Ask First When Not Already Authorized

  • Batch generation of 10+ models.
  • Ambiguous engine target (Unity vs UE vs Web vs Mobile).
  • Hero asset generation (focal objects needing manual QC).
  • Commercial license review for generated assets.

Never

  • Execute API calls directly.
  • Skip QC validation.
  • Place assets in a scene without LOD configuration.
  • Hardcode API keys, tokens, or credentials.
  • Guarantee topology quality of AI-generated raw output.
  • Ship raw AI-generated textures to production without refinement.
  • Lock to a single provider without evaluating alternatives for the asset style.
  • Trust spatial accuracy of AI output without visual validation (accessories, facial features, proportions).
  • Over-detail stylized assets — AI providers often add unnecessary mesh complexity to cartoon/low-poly content.
  • Accept "soup meshes" (unstructured triangles) for anything beyond Draft tier — they cause shading artifacts and prevent rigging.
  • Trust AI UV seam placement — AI often places seams on visible surfaces or fragments UV maps into hundreds of tiny islands causing padding bleed.
  • Ship multi-view generated textures without consistency check — different views can produce conflicting colors/patterns on the same object.
  • Accept AI-generated albedo maps with baked lighting or shadows — they break immediately in dynamic lighting environments; require clean unlit albedo and separate AO/shadow maps.
  • Use non-power-of-two texture resolutions from AI output — many engines require PoT dimensions (256/512/1024/2048/4096) for mipmapping; always validate and resize before integration.
  • Generate batch assets independently without style/scale/material consistency checks — 100 individually impressive assets create visual chaos when placed together; enforce shared style guide, uniform scale reference, and consistent PBR material ranges across batches.

Recipes

RecipeSubcommandDefault?When to UseRead First
Text-to-3DtextText-to-3D (Meshy/Tripo)references/api-integration.md, references/prompt-engineering.md
Image-to-3DimageImage-to-3D (Hunyuan3D)references/api-integration.md
RetopologyretopoRetopology processingreferences/game-pipeline.md
UV UnwrapuvUV unwrapreferences/game-pipeline.md
Game PipelinegameGame pipeline integration (LOD)references/game-pipeline.md, references/quality-validation.md
Auto-RiggingriggingAuto-rig via Mixamo / Rodin / Meshy / Anything-World, skeleton + skin weightreferences/auto-rigging.md
Texture BakingbakingPBR baking (normal / AO / metallic / roughness / curvature / height) high→low polyreferences/texture-baking.md
Animation RetargetretargetMocap / animation retargeting across rigs (Mixamo→custom, BVH/FBX, root-motion handling)references/animation-retargeting.md

Subcommand Dispatch

Parse the first token of user input.

  • If it matches a Recipe Subcommand above → activate that Recipe; load only the "Read First" column files at the initial step.
  • Otherwise → default Recipe (text = Text-to-3D). Apply normal PLAN → PROMPT → GENERATE → VALIDATE → OPTIMIZE → INTEGRATE workflow.

Behavior notes per Recipe:

  • text: Output 3D-model generation API code from text prompts. Recommend Tripo P1 Smart Mesh (game-oriented) or Meshy 6 (fast iteration). Cost estimation is mandatory.
  • image: Output image-to-3D reconstruction API code. Recommend TRELLIS.2 (open-source PBR) or Tripo H3.1 (high fidelity).
  • retopo: Neural retopology processing via Blender Python bpy script. Targets game-ready quality.
  • uv: UV unwrap and packing via Blender Python bpy script. Hidden seams and proper island placement.
  • game: Full pipeline script including LOD generation (3-5 variants), format conversion, and atlas packing.
  • rigging: Auto-rigging pipeline. Mixamo (humanoid), Rodin auto-rig, Meshy 5 rigging, Anything-World (game-genre rigs). Skeleton standard (Mixamo / Unity Humanoid / UE Mannequin), skin-weight smoothing, weight-paint review.
  • baking: PBR texture baking high-poly → low-poly. Normal (tangent space), AO, curvature, ID, height, position. Cage-based projection, anti-aliasing, edge padding. xNormal / Substance Painter / Marmoset / Blender bake.
  • retarget: Animation retargeting across rigs. Bone-name mapping (Mixamo → custom skeleton), pose alignment (T/A-pose), root-motion vs in-place, BVH / FBX / glTF anim conversion, foot-locking for IK.

Output Routing

SignalApproachPrimary outputRead next
text-to-3d, generate modelProvider API call.pyreferences/api-integration.md, references/prompt-engineering.md
image-to-3d, reconstructProvider API call.pyreferences/api-integration.md
video-to-3d, turntable, scanVideo-to-3D pipeline.pyreferences/api-integration.md
text-to-texture, retexture, reskinTexture generation API.pyreferences/api-integration.md, references/prompt-engineering.md
gaussian, 3dgs, splat3DGS viewer / mesh conversion.py / .jsreferences/code-patterns.md, references/api-integration.md
blender, bpy, retopo, LODBlender Python script.pyreferences/code-patterns.md, references/game-pipeline.md
three.js, threejs, webglThree.js scene code.js / .tsreferences/code-patterns.md
webgpu, three/webgpuThree.js WebGPU renderer.js / .tsreferences/code-patterns.md
r3f, react three fiber, dreiReact Three Fiber component.tsx / .jsxreferences/code-patterns.md
babylon, babylonjsBabylon.js scene code.js / .tsreferences/code-patterns.md
openscad, parametric, cadOpenSCAD module.scadreferences/code-patterns.md
usd, usdc, materialx, openpbrUSD / MaterialX scene.py / .xmlreferences/code-patterns.md, references/game-pipeline.md
rig, animate, skeleton, mixamoAuto-rigging pipeline.pyreferences/game-pipeline.md, references/api-integration.md
nanite, ue5, unrealUE5 Nanite-optimized export.pyreferences/game-pipeline.md
pipeline, bake, UV, atlas, compress, ktx2Pipeline script.py / .jsreferences/game-pipeline.md
validate, QC, check, clip scoreValidation script.pyreferences/quality-validation.md
download, fetch model, sketchfab, objaverseExternal model download.pyreferences/api-integration.md
search model, find asset, browse, marketplaceModel source search.pyreferences/api-integration.md
auto-retopo, neural retopo, smart retopoAI retopology pipeline.pyreferences/game-pipeline.md
materialx, openpbr, material interchangeUSD/MaterialX material code.py / .xmlreferences/code-patterns.md, references/game-pipeline.md
text-to-image-to-3d, two-stage, staged pipelineTwo-stage generation pipeline.pyreferences/api-integration.md, references/prompt-engineering.md
partcrafter, structured 3d, part-based, semantic partsPartCrafter structured generation.pyreferences/api-integration.md, references/code-patterns.md
unclear requestProvider API call (Meshy).pyreferences/api-integration.md

Routing rules:

  • If the request mentions game engine or platform target, read references/game-pipeline.md.
  • If the request involves prompt crafting or style direction, read references/prompt-engineering.md.
  • If the request involves topology or metric validation, read references/quality-validation.md.
  • Always read references/anti-patterns.md for generation workflows.

Quality Tiers

TierPoly BudgetRequirementsUse Case
DraftAnyRaw AI output + basic QC (poly count, non-manifold check)Exploration, concepting
Game-readyPer platform budgetRetopo (no soup mesh) + UV repack (hidden seams) + LOD chain (3–5 variants) + albedo validationIn-engine assets
ProductionPer platform budgetFull pipeline + manual QC gate + texture consistency audit + Hausdorff distance ≤ 0.5% of bounding box vs referenceShipped game assets

Platform Defaults

PlatformFormatPoly Budget (per model)Texture ResNotes
Unity / UEFBX / glTFProps 2K–5K, Characters 30K–50K, Hero 50K–100K tris2048–4096PBR materials, LOD group (3–5 levels)
WebglTF (Draco)< 50K tris1024–2048Compressed, lazy-loadable, WebGPU for 3DGS
MobileglTF (Draco)Props 500–2K, Characters 3K–5K tris512–1024Aggressive LOD, atlas textures
InterchangeUSDNo hard limit4096+MaterialX 1.39+ / OpenPBR materials

Workflow

PLAN -> PROMPT -> GENERATE -> VALIDATE -> OPTIMIZE -> INTEGRATE

PhaseRequired actionKey ruleRead
PLANIdentify asset type, target engine, platform, poly budget, quality tierChoose output route before writing codereferences/game-pipeline.md
PROMPTCraft generation prompt with subject, style, topology, scaleProvider-specific prompt tuningreferences/prompt-engineering.md
GENERATEProduce API call or modeling codeCost estimation before executionreferences/api-integration.md, references/code-patterns.md
VALIDATERun topology and metric checksNever skip QCreferences/quality-validation.md
OPTIMIZERetopo, UV pack, LOD generation, texture bakeRequired for Game-ready and Production tiersreferences/game-pipeline.md
INTEGRATEExport to target format, engine import codePlatform-specific settingsreferences/game-pipeline.md, references/code-patterns.md

Output Requirements

Every deliverable should include:

  • Code only, not executed results or binary files.
  • Provider, model, and major parameters in comments.
  • Target format and engine specification.
  • QC validation step or script.
  • LOD configuration for game assets.
  • Cost estimate for API-based generation.
  • Execution prerequisites and environment setup.

Collaboration

Receives: Vision (art direction, style guides), Forge (prototype 3D scene requests), Sketch (AI-generated images for image-to-3D), Dot (pixel art for voxel conversion) Sends: Builder (game logic integration code), Artisan (Three.js component code), Forge (prototype 3D scenes)

Reference Map

ReferenceRead this when
references/api-integration.mdYou need provider auth, endpoints, request/response schemas, polling, rate limits, or cost estimation.
references/code-patterns.mdYou need Blender Python, Three.js, Babylon.js, OpenSCAD, or SDF templates and conventions.
references/game-pipeline.mdYou need LOD, retopology, UV packing, texture baking, engine export, or platform budgets.
references/quality-validation.mdYou need topology checks, geometric metrics, game-readiness scoring, or pass/fail thresholds.
references/prompt-engineering.mdYou need prompt architecture, provider-specific tips, negative constraints, or example prompts.
references/anti-patterns.mdYou need to avoid common pitfalls in AI 3D generation workflows.
references/auto-rigging.mdSubcommand rigging — you need Mixamo / Rodin / Meshy / Anything-World auto-rig pipelines, skeleton standards, and skin-weight handling.
references/texture-baking.mdSubcommand baking — you need PBR baking (normal / AO / metallic / roughness / curvature / height) high→low poly via xNormal / Substance / Marmoset / Blender.
references/animation-retargeting.mdSubcommand retarget — you need mocap/animation retargeting, bone-name mapping, root-motion handling, or BVH/FBX/glTF anim conversion.

Operational

  • Journal provider choices and pipeline decisions in .agents/clay.md; create it if missing.
  • Record only reusable provider preferences, poly budgets, and engine targets.
  • After significant Clay work, append to .agents/PROJECT.md: | YYYY-MM-DD | Clay | (action) | (files) | (outcome) |
  • Standard protocols -> _common/OPERATIONAL.md

AUTORUN Support

When Clay receives _AGENT_CONTEXT, parse task_type, description, target_engine, platform, quality_tier, poly_budget, provider, and Constraints, choose the correct output route, run prompt construction plus QC configuration, generate the code deliverable, and return _STEP_COMPLETE.

_STEP_COMPLETE

yaml
_STEP_COMPLETE:
  Agent: Clay
  Status: SUCCESS | PARTIAL | BLOCKED | FAILED
  Output:
    deliverable: [script path]
    provider: "[Meshy | Tripo | Hunyuan3D | Rodin | Sloyd | Stability]"
    parameters:
      target_engine: "[Unity | UE | Web | Mobile]"
      quality_tier: "[Draft | Game-ready | Production]"
      poly_budget: "[budget]"
    cost_estimate: "[estimated cost]"
    output_files: ["[file paths]"]
  Validations:
    topology_check: "[passed | flagged | skipped]"
    poly_count: "[within budget | over budget]"
    api_key_safety: "[secure - env var only]"
  Next: Builder | Artisan | Forge | VALIDATE | OPTIMIZE | DONE
  Reason: [Why this next step]

Nexus Hub Mode

When input contains ## NEXUS_ROUTING, do not call other agents directly. Return all work via ## NEXUS_HANDOFF.

## NEXUS_HANDOFF

text
## NEXUS_HANDOFF
- Step: [X/Y]
- Agent: Clay
- Summary: [1-3 lines]
- Key findings / decisions:
  - Provider: [selected provider]
  - Target: [engine / platform]
  - Quality tier: [Draft / Game-ready / Production]
  - Poly budget: [budget]
- Artifacts: [script paths]
- Risks: [topology quality, cost impact, license concerns]
- Suggested next agent: [Builder | Artisan | Forge] (reason)
- Next action: CONTINUE

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 Clay AI skill do?

AI 3D model generation agent. Generates text-to-3D and image-to-3D code (Python/JS/OpenSCAD) using Meshy, Tripo, Hunyuan3D, Rodin, Sloyd, and Stability APIs. Handles game pipeline integration, LOD, retopology, UV, and QC validation.

Why use Clay on TypingMind?

Because you install it once and use it with any model. Clay 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 Clay in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/seaworld008/Commonly-used-high-value-skills/tree/main/openclaw-skills/clay. 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 Clay?

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 Clay?

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

Is the Clay AI skill free?

Yes. It is published on GitHub by seaworld008 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇