Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Plan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation.
$ npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE bulk-maintenance --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/bulk-maintenance .claude/skills/bulk-maintenance && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "bulk-maintenance" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/bulk-maintenance into .claude/skills/bulk-maintenance/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bulk-maintenance", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/bulk-maintenanceType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE bulk-maintenance --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Content/Skills/bulk-maintenance .agents/skills/bulk-maintenance && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "bulk-maintenance" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/bulk-maintenance into .agents/skills/bulk-maintenance/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bulk-maintenance", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE bulk-maintenance --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Content/Skills/bulk-maintenance .cursor/skills/bulk-maintenance && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "bulk-maintenance" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/bulk-maintenance into .cursor/skills/bulk-maintenance/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bulk-maintenance", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/kevinpbuckley/VibeUE.git --path Content/Skills/bulk-maintenance--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE bulk-maintenance --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Content/Skills/bulk-maintenance .gemini/skills/bulk-maintenance && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "bulk-maintenance" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/bulk-maintenance into .gemini/skills/bulk-maintenance/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bulk-maintenance", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install kevinpbuckley/VibeUE bulk-maintenanceInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .github/skills && cp -r skills-src/Content/Skills/bulk-maintenance .github/skills/bulk-maintenance && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "bulk-maintenance" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/bulk-maintenance into .github/skills/bulk-maintenance/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bulk-maintenance", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kevinpbuckley/VibeUE bulk-maintenance --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Content/Skills/bulk-maintenance .opencode/skills/bulk-maintenance && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "bulk-maintenance" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/bulk-maintenance into .opencode/skills/bulk-maintenance/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bulk-maintenance", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
bulk-maintenancePlan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation.
Bulk Maintenance is an agent skill from kevinpbuckley/VibeUE. Plan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation.
Its SKILL.md is about 980 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are json and python).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Bulk Maintenance loads about 978 tokens when it runs. Until then it costs about 53 tokens; SKILL.md has 311 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 311 words, ~978 tokens.
.claude/skills/bulk-maintenance/SKILL.md (or your agent's skills folder).Use unreal.WorkflowService.run_bulk_maintenance(plan_json, apply, batch_size, stop_on_error) for an
explicit target list. It is dry-run-first, path-scoped, bounded to 100 targets per GC batch, returns
one result per target, rolls back a failed apply operation, and writes a resumable report under
Saved/VibeUE/Bulk.
Rules:
targets array yourself. Never turn a search
result directly into deletion.apply=False, inspect every would-change/refusal, then repeat the exact plan with
apply=True and the same resume_id.path_scope so a malformed target cannot escape the intended content folder.batch_size (10–25) for Blueprint work. Each apply target gets a named transaction;
compile/save failure is reported as failure and rolled back.start_run / finish_run; attach the bulk report and verification.Discover implementers/referencers with GameIQ when available, compile the candidates before the change, and migrate in two reviewed phases:
import json, unreal
plan = {
"resume_id": "combat-interface-v2",
"operation": "interface_add",
"path_scope": "/Game/Combat",
"interface": "/Game/Combat/Interfaces/BPI_CombatV2",
"targets": ["/Game/Combat/BP_Rifle", "/Game/Combat/BP_Sword"]
}
print(unreal.WorkflowService.run_bulk_maintenance(json.dumps(plan), False, 10, True))
# Review, then use True. Remove the old interface only after compile/readback proves v2 is present.interface_add and interface_remove compile each Blueprint and save only verified successes.
Descriptions are caller-provided intent; the service never invents text. Existing authored metadata
is preserved unless that specific target says "overwrite": true.
{"resume_id":"combat-metadata-1","operation":"variable_metadata","path_scope":"/Game/Combat","targets":[
{"asset":"/Game/Combat/BP_Rifle","variable":"Ammo","category":"Weapon|Ammo","description":"Rounds remaining in the current magazine."},
{"asset":"/Game/Combat/BP_Sword","variable":"Damage","category":"Weapon|Damage","description":"Base damage before modifiers."}
]}Audit naming separately, resolve collisions, then supply explicit source/destination pairs. Moves
outside path_scope and existing destinations are refused.
{"resume_id":"weapon-moves-1","operation":"asset_move","path_scope":"/Game/Weapons","targets":[
{"source":"/Game/Weapons/Rifle","destination":"/Game/Weapons/Blueprints/BP_Rifle"}
]}After apply, fix redirectors with the normal Unreal workflow and re-run GameIQ references/impact.
Use cleanup_review with GameIQ ProjectStats("unused") plus Impact evidence. This operation is
deliberately report-only even in apply mode. Deletion is a separate, human-approved action using the
reviewed exact list; an unused heuristic alone is never approval.
Reports contain a stable targetKey, aggregate counts, rollback status, and reportPath. Repeat with
the same resume_id; previously successful targets are resumed-skip, so a crash or stop-on-error
does not duplicate completed work. Fix failed inputs, keep the same explicit scope, and rerun.
© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Content/Skills/bulk-maintenance of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Bulk Maintenance next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Bulk Maintenance this skillkevinpbuckley/VibeUE | 730 | — | ~978 | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
kevinpbuckley/VibeUE
Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.
kevinpbuckley/VibeUE
Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
kevinpbuckley/VibeUE
Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.
kevinpbuckley/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
Categories
Plan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation. Bulk Maintenance is an agent skill from kevinpbuckley/VibeUE. Plan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation.
Bulk Maintenance fits situations like: game Development work in your project.
Run `npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a claude-code`. Or copy the skill folder (Content/Skills/bulk-maintenance in kevinpbuckley/VibeUE) into .claude/skills/bulk-maintenance in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a codex`. Or copy the skill folder (Content/Skills/bulk-maintenance in kevinpbuckley/VibeUE) into .agents/skills/bulk-maintenance in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill bulk-maintenance -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/bulk-maintenance, .gemini/skills/bulk-maintenance, .github/skills/bulk-maintenance and .opencode/skills/bulk-maintenance in your project.
SKILL.md names no scripts, command-line tools or credentials: Bulk Maintenance is instructions for the agent only. Our summary lists: Python 3.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Bulk Maintenance is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 978 tokens (SKILL.md is roughly 3.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Bulk Maintenance: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.
Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.