Character Model logo

Character Model

Organization
SummerEngine
character-model

Generate a rigged humanoid (player, NPC, enemy, boss) from a T-pose reference, previewed before rigging.

Overview

PublisherSummerEngine
Repositorysummer
Skill namecharacter-model
Stars
91
Forks
8
Bundled files
1
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.

  • 1 bundled files

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

  • Open source

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

Installation

Install the Character Model 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.
    https://github.com/SummerEngine/summer/tree/main/library/skills/character-model
  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/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/character-model .claude/skills/character-model
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Character Model 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 Character Model 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 Character Model 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.

Character Model — T-Pose to Rigged Humanoid, Gated

This is the canonical auto-rig pipeline. It produces a humanoid .glb with a skeleton that generate-motion can drive directly. The work is two paid passes with a mandatory user-review gate between them: the rig pass costs more credits and locks the topology, so the user must see the un-rigged preview and approve it first.

The whole flow:

1. T-pose reference image    →  assets.generate_image                          (~10s)
2. Un-rigged 3D mesh         →  assets.generate_3d(image-to-3d)  → a job       (~60s)
3. ── USER REVIEW GATE ──
4. Rigged .glb               →  assets.generate_3d(image-to-3d, rig) → a job   (~90s)
5. Import → editor RESTART → wire as CharacterBody3D / Node3D
6. Hand off to generate-motion for clips

The animation skill (generate-motion) requires a rigged humanoid; a static .glb won't drive motion.

assets.generate_3d always answers at once with a job ({ status: "running", job: { id } }); jobs.wait({ jobId, timeoutSeconds: 50 }) follows it, called again until finished is true. The finished job's result holds the asset ids. Both passes spend the person's credits: dryRun: true on any call returns the estimate (credits, balance, enough) and changes nothing.

When to use

  • "Make a knight character for the player to control."
  • "I need a goblin enemy."
  • "Generate an old wizard NPC for the tavern."
  • "Create a boss — a four-armed demon."
  • The user is about to ask for animations and has nothing rigged yet.

When NOT to use

  • Static statue / mannequin display piece (no rig needed) → prop-model.
  • Vehicle with a "driver" silhouette but no skeleton needed → vehicle-model.
  • Quadruped (wolf, horse, dragon) → Meshy auto-rig is humanoid-only. Generate the mesh here for visuals, but skip the rig step — animation will need a hand-authored skeleton or a quadruped-specific provider (out of scope for this skill).
  • The user already has a rigged character and just wants a re-skin — that's a retexture pass, not this skill.
  • Facial blendshapes / lipsync rig → facial-and-lipsync.

Polycount targets

RoleTrisPass via
Hero character (player, close camera)8k–15ktargetPolycount: 12000
Grunt enemy (mid-range, multiple onscreen)3k–6ktargetPolycount: 5000
Crowd / background NPC (LOD-able)1k–2ktargetPolycount: 1500
Mobile-game character1k–3ktargetPolycount: 2000
Cinematic hero (no realtime constraint)20k–40ktargetPolycount: 30000

Pass at the mesh-generation step (step 2). The rig pass preserves the topology; you can't reduce polycount after rigging without breaking weights.

Steps

1. Generate the T-pose reference image

The rig pass requires a front-facing T-pose with arms out and legs slightly apart. If the reference is in an action pose, the rig will bend wrong and locomotion clips will look broken (knees inverted, elbows snapped — common Meshy failure mode).

assets.generate_image({
  prompt: "A fantasy knight in full plate armor, red cape, T-pose, arms straight out horizontal, legs slightly apart, front-facing, neutral expression. Game character asset, stylized, clean white background, soft studio lighting, full body in frame, ready for 3D mesh generation.",
  model: "nano-banana-2",
  aspectRatio: "3:4"
})

The phrase T-pose, arms straight out horizontal, legs slightly apart, front-facing is load-bearing — drop any of those and the model will drift toward A-pose or a hero stance.

If the user already has a concept image in an action pose, re-pose it to T-pose via img2img without re-rolling the design:

assets.generate_image({
  referenceImageUrl: "<existing concept image>",
  prompt: "<character> in T-pose, arms extended horizontally, neutral facing camera, white background, clean lighting"
})

Show the image to the user:

Generated the T-pose reference. [link]. Approve to proceed to mesh generation, or regenerate?

2. Generate the un-rigged 3D mesh

assets.generate_3d({
  kind: "image-to-3d",
  imageUrl: "<image url from step 1>",
  model: "hunyuan",
  targetPolycount: 12000
})
jobs.wait({ jobId: "<job.id>", timeoutSeconds: 50 })   // again until finished

The finished job's result has assetId and fileUrl — an un-rigged static .glb. Use the asset ID as the stable handle. Import it for preview only:

assets.get({ assetId: "<assetId>" })
summer_import_asset_by_id(
  assetId="<assetId>",
  path="res://assets/characters/knight_unrigged.glb"
)

3. STOP: USER REVIEW GATE — DO NOT SKIP

Before paying for the rig pass, surface the un-rigged mesh:

Un-rigged knight mesh ready: res://assets/characters/knight_unrigged.glb (~12k tris, [preview link]).

Next step is the rig pass (uses credits, ~90s). It locks the topology and adds a skeleton compatible with generate-motion. Once you approve I'll run it.

Approve the mesh and proceed to rig? Or regenerate the mesh first (different prompt, different polycount, different model)?

If the user wants changes, loop back to step 1 or 2. Do NOT silently run the rig pass — it spends more credits and locks the design.

4. Run the rig pass

assets.generate_3d({
  kind: "image-to-3d",
  imageUrl: "<image url from step 1>",
  rig: true,
  targetPolycount: 12000
})
jobs.wait({ jobId: "<job.id>", timeoutSeconds: 50 })   // again until finished

rig and targetPolycount are plain fields of assets.generate_3d (there is no options object and no polyTarget). Related fields worth knowing here: riggingHeightMeters for character height, and animationNames / actionIds to have the shared animated-character pipeline produce clips in the same job instead of a separate assets.generate_motion pass.

The finished job's result includes assetId, fileUrl, and rigAssetId. The rigAssetId is the handle generate-motion needs — store it. Resolve it before import so the agent has the viewer/download metadata:

Import the rigged version, replacing the un-rigged file:

assets.get({ assetId: "<rigAssetId>" })
summer_import_asset_by_id(
  assetId="<rigAssetId>",
  path="res://assets/characters/knight.glb"
)

5. WARNING: Restart the editor

Known gotcha: after importing a rigged .glb, the Skeleton3D node appears stale in the scene dock — bones are missing, skeleton.get_bone_count() returns 0, and AnimationPlayer libraries fail to bind. The fix:

The rigged mesh is imported. Please restart the Summer Engine editor (close and reopen) so the Skeleton3D rebuilds correctly. Without the restart, animations will fail to bind.

No programmatic workaround is known. Tell the user, wait, then continue.

6. Wire as CharacterBody3D or Node3D — pick the right parent

Use caseParent typeWhy
Player or enemy that moves with code, collides with walls, jumpsCharacterBody3Dmove_and_slide() API, kinematic physics, slope handling
Cinematic NPC (talks, idles, never moves under physics)Node3DNo physics overhead; cheaper for crowds
Pure-visual character (background extra, dialogue head)Node3DSame as above
Ragdoll-on-death enemyCharacterBody3D while alive, swap to RigidBody3D skeleton on deathTwo-mode rig; see procedural-animation

Three things the call shapes below encode:

  • Every scene tool, summer_run_script included, takes an explicit scenePath, and the scene need not be the active editor tab.
  • A character is several nodes: build it in one summer_run_script, not a chain of single calls.
  • A .glb is instantiated, not assigned. There is no scene property on Node3D, and an imported .glb is a scene rather than a Mesh — on the shipped 4.6.1 binary ResourceLoader.get_recognized_extensions_for_type("Mesh") returns ["tres", "mesh", "res"], with no glb. Use ctx.instance_scene in a script, or summer_instantiate_scene for one model.

CharacterBody3D wiring (player / enemy):

summer_run_script(scenePath="res://main.tscn", source="""
func run(ctx):
    var knight = ctx.add_node("CharacterBody3D", "Knight", ctx.find("World"), {"position": Vector3(0, 0, 0)})
    ctx.instance_scene("res://assets/characters/knight.glb", knight, "Mesh")
    var capsule := CapsuleShape3D.new()
    capsule.height = 1.7
    capsule.radius = 0.4
    ctx.add_node("CollisionShape3D", "Collider", knight, {"shape": capsule})
    ctx.save_scene()
""")

Build the shape as a real resource and size it before you assign it. Later, one size change on that shape is one summer_set_resource_property (nodePath, resourceProperty="shape", subProperty, value, plus scenePath).

Node3D wiring (cinematic NPC):

summer_instantiate_scene(scenePath="res://main.tscn", parent="./World/Tavern", scene="res://assets/characters/wizard.glb", name="OldWizard")
summer_save_scene(scenePath="res://main.tscn")

The imported .glb includes its own Skeleton3D and AnimationPlayer (empty library). The animation skill writes into that AnimationPlayer.

7. Hand off to animation

Knight is wired at ./World/Knight with an auto-rigged skeleton. rigAssetId saved.

Next: generate-motion to add idle / walk / run / attack clips. Example call: assets.generate_motion({ rigAssetId: "<saved id>", backend: "meshy-library", motionNames: ["walk"] }). For custom actions, use text-to-motion (backend: "text-to-motion").

Anti-patterns

  • Skipping the user-review gate. Spends the rig credits, locks the design, and removes the user's chance to course-correct cheaply.
  • Generating the mesh from a non-T-pose image. Locomotion will look broken (inverted knees, snapped elbows). Always re-pose first.
  • Forgetting the editor restart. Animations will appear to bind successfully but play to a stale skeleton — the character T-poses motionless. The fix is always restart, never code.
  • Wrapping a cinematic NPC in CharacterBody3D. Wastes physics ticks; use Node3D.
  • Wrapping the player in Node3D. No move_and_slide(), no collision — the player walks through walls.
  • Picking the rig pass before approving the silhouette. The mesh defines what the character looks like; once the rig is on, you can't cheaply iterate the design.
  • Using meshy model for the mesh step. Legacy. hunyuan is the default and produces cleaner topology that Meshy's auto-rig handles better.

Edge cases

  • Multiple characters share a silhouette. Generate the rig once, then re-skin via texture swap (cheaper than re-rigging): generate a new albedo and assign it as a material override.
  • Character has wings, tail, extra limbs. Meshy's humanoid rig only weights the standard skeleton — extras sag. Either prompt them as static (e.g. cape held by physics in-engine) or hand-rig in Blender post-export.
  • Child / dwarf / giant. Generate at correct proportions in the T-pose; the rig retargets cleanly. Locomotion clips from generate-motion will retarget but stride length needs playback_speed tuning on the AnimationPlayer.
  • First-person hands-only character. Generate just hands + forearms in T-pose; rig pass still works. See fps-controller for first-person wiring.
  • Stylized non-human (goblin, orc, halfling). Works fine as long as the silhouette is bipedal with two arms, two legs, one head. Quadrupeds and centaurs do not.

Without Summer Engine

In a session without Summer Engine tools (the assets profile; the summer-assets skill has the whole loop), do steps 1-4, including the review gate, and stop when the rig pass finishes. Skip steps 5-6 (editor restart, scene wiring). Save the rigged GLB (rigAssetId; the unrigged mesh is assetId) where the person asked with out on jobs.wait or assets.get (the summer-assets skill says how), and tell them the path. Step 7 still applies: generate-motion runs without the engine.

Fallback (no MCP)

  1. Generate the T-pose reference in the Summer dashboard.
  2. Run image-to-3D with rigging enabled in the Summer dashboard.
  3. Download the .glb.
  4. Drop into res://assets/characters/; Summer Engine's Import dock picks it up.
  5. Restart the editor.
  6. Wire as CharacterBody3D / Node3D in Summer Engine manually.

The output matches the MCP path — same skeleton, same compatibility with generate-motion (which has its own dashboard fallback).

Handoff

After the rigged character is wired:

Knight is at ./World/Knight with an auto-rigged skeleton. Next:

  • Animations: generate-motion for idle / walk / run / attack. Pass the rigAssetId returned in step 4.
  • State machine: after a few clips exist, animation-tree for idle → walk → run blends.
  • Player input: if this is the player, wire WASD + mouse via fps-controller or a third-person controller skill.
  • NPC behavior: if it's an NPC, design-npc for behavior trees and dialogue hooks.
  • Re-skin variants (palette swap, armor swap): retexture pass — generate new albedo, assign via material override. Avoid re-rigging.

See also

  • generate-motion — the next-step animation skill that consumes the rigAssetId produced here.
  • asset-strategy — meta-router; this skill is the canonical drill-down of its "Image-to-3D for characters" path.
  • prop-model — for non-character props.
  • scene-composition — for the CharacterBody3D + Mesh + Collider parent pattern.
  • summer_docs_read id reference/mcp-tools-reference — how to call assets.generate_3d, assets.generate_image and assets.generate_motion; summer_search returns each one's exact input.

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.

In this skillCommand
assets.generate_3d, summer_assets_generate_3dsummer assets generate-3d
assets.generate_image, summer_assets_generate_imagesummer assets generate-image
assets.generate_motion, summer_assets_generate_motionsummer assets generate-motion
assets.get, summer_assets_getsummer assets get
summer_assets_searchsummer assets search
summer_docs_readsummer docs read
summer_add_nodesummer engine add-node
summer_get_scene_treesummer engine get-scene-tree
summer_import_asset_by_idsummer engine import-asset-by-id
summer_import_from_urlsummer engine import-from-url
summer_inspect_nodesummer engine inspect-node
summer_inspect_resourcesummer engine inspect-resource
summer_instantiate_scenesummer engine instantiate-scene
summer_run_scriptsummer engine run-script
summer_save_scenesummer engine save-scene
summer_set_propsummer engine set-prop
summer_set_resource_propertysummer engine set-resource-property
jobs.wait, summer_jobs_waitsummer jobs wait
summer_searchsummer ops search "<what you want>"

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 Character Model AI skill do?

Generate a rigged humanoid (player, NPC, enemy, boss) from a T-pose reference, previewed before rigging.

Why use Character Model on TypingMind?

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

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/character-model. 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 Character Model?

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 Character Model?

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

Is the Character Model AI skill free?

Yes. It is published on GitHub by SummerEngine 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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