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.
Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture…
$ npx skills add kevinpbuckley/VibeUE --skill customizable-object -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE customizable-object --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/customizable-object .claude/skills/customizable-object && 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 "customizable-object" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/customizable-object into .claude/skills/customizable-object/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "customizable-object", 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/customizable-objectType 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 customizable-object -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE customizable-object --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/customizable-object .agents/skills/customizable-object && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "customizable-object" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/customizable-object into .agents/skills/customizable-object/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "customizable-object", 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 customizable-object -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE customizable-object --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/customizable-object .cursor/skills/customizable-object && 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 "customizable-object" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/customizable-object into .cursor/skills/customizable-object/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "customizable-object", 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/customizable-object--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 customizable-object -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE customizable-object --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/customizable-object .gemini/skills/customizable-object && 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 "customizable-object" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/customizable-object into .gemini/skills/customizable-object/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "customizable-object", 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 customizable-objectInstalls 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 customizable-object -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/customizable-object .github/skills/customizable-object && 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 "customizable-object" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/customizable-object into .github/skills/customizable-object/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "customizable-object", 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 customizable-object -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 customizable-object --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/customizable-object .opencode/skills/customizable-object && 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 "customizable-object" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/customizable-object into .opencode/skills/customizable-object/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "customizable-object", 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.
customizable-objectRead, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture…
Customizable Object is an agent skill from kevinpbuckley/VibeUE. Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture parameters, switches, groups and child objects, compile errors (CustomizableObjectService). Use when the user asks about Mutable, a Customizable Object / CO asset, character customization graphs, or modular characters built with Mutable.
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `node-reference.md`).
It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
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.
Shell commands in SKILL.md call:
nodeFrom 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.
Customizable Object loads about 2.4k tokens when it runs. Until then it costs about 112 tokens; SKILL.md has 751 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). 751 words, ~2,372 tokens.
.claude/skills/customizable-object/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "search", query: "mutable customizable object"}for UE domain knowledge on Mutable. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.
One service, reachable from Python (unreal.CustomizableObjectService.*) and as AICallable tools.
It edits the Customizable Object's editor graph (the node graph you see in the CO editor) and
compiles it. Discover exact signatures with
discover_python_class('unreal.CustomizableObjectService').
is_mutable_available(). In UE 5.8 it normally is (the default-enabled
MutableAssetUserData plugin loads it). If it returns False, every method explains that the
project has Mutable disabled — tell the user; VibeUE never enables plugins for them.node_id (the NodeGuid, from get_graph / add_node); pins by
pin_name OR the display name the editor shows ("Mesh" works for Mesh_Input_Pin).success / error. Read error — it names the
cause (incompatible pin categories, unknown property, value that did not parse).import unreal, json
CO = unreal.CustomizableObjectService
path = "/Game/Characters/CO_Hero"
MESH = "/Game/Characters/Meshes/SK_Body.SK_Body" # any skeletal mesh WITH a skeleton
MAT = "/Game/Characters/Materials/M_Body.M_Body"
base = CO.create_customizable_object(path) # graph + Base Object node
b = base.node_id
# Nodes. Pass properties that shape pins AT CREATION (see "Pins depend on properties" below).
sk = CO.add_node(path, "CustomizableObjectNodeSkeletalMesh", -1200, 0, json.dumps({"SkeletalMesh": MESH}))
sec = CO.add_node(path, "CONodeSkeletalMeshSection", -900, 0, json.dumps({"Material": MAT}))
make = CO.add_node(path, "CONodeSkeletalMeshMake_V2", -600, 0)
obj = CO.add_node(path, "CONodeSkeletalMeshObjectMake", -400, 0)
comp = CO.add_node(path, "CONodeComponentSkeletalMesh", -200, 0,
json.dumps({"ReferenceSkeletalMesh": MESH, "ComponentName": "Body"}))
# Wiring: output -> input (either order is accepted).
CO.connect_pins(path, sk.node_id, "LOD 0 - Section 0", sec.node_id, "Mesh")
CO.connect_pins(path, sec.node_id, "Mesh Section", make.node_id, "LOD 0")
CO.connect_pins(path, make.node_id, "Skeletal Mesh", obj.node_id, "Skeletal Mesh")
CO.connect_pins(path, obj.node_id, "Passthrough Skeletal Mesh", comp.node_id, "Passthrough Skeletal Mesh")
CO.connect_pins(path, comp.node_id, "Component", b, "Components")
r = CO.compile_object(path)
print(r.success, r.state, list(r.errors), list(r.warnings))
info = CO.get_object_info(path) # compiled parameters, states, componentsThat chain — Skeletal Mesh → Skeletal Mesh Section → Skeletal Mesh Make V2 → Skeletal Mesh Object Make → Component Skeletal Mesh → Base Object "Components" — is the minimal compilable object in UE 5.8. Everything else (parameters, switches, modifiers, children) hangs off it.
g = CO.get_graph(path) # nodes (class, title, pins with links) + flat connections
for n in g.nodes: print(n.node_id, n.node_class, n.title)
CO.get_node_properties(path, node_id) # settable properties with current values (text format)
CO.get_object_info(path) # parent/children, graph + compiled parameters, states, components
CO.discover_node_types("Parameter") # node classes add_node accepts (filter is a substring)
CO.get_node_type_properties("CONodeSwitch") # a class's properties and defaultsMaterial on the CONodeSkeletalMeshSection the object
still compiles, but with the warning "Could not generate a mesh section because it didn't have a
material selected" — and that section is missing from the result. Set it at creation or with
set_node_property(path, sec, "Material", "/Game/.../M_X.M_X"), or link a Material node into its
Material pin.ReferenceSkeletalMesh, and that mesh needs a Skeleton. Without it the
compile FAILS: "Missing reference Skeletal Mesh"."LOD 0 - Section 0 - Mesh", display "LOD 0 - Section 0") only once SkeletalMesh is set; a
Switch's output type comes from PinType. Pass these in add_node's properties_json, or set
them afterwards with set_node_property (the node rebuilds its pins and the result lists them).
PinType on a switch must be given at creation.CONodeSwitch with {"PinType": "<category>"} — material (mesh
section), mesh, color, float, image, component, … — then link an Enum Parameter's
Enum output into its Switch Parameter input. It grows one input per enum value, named after
the value. Editing the enum's Values later rebuilds the switch automatically.get_node(path, switch).pins[*].linked_to).get_graph nodes' message stays empty; read
compile_object(...).errors / .warnings, which end with (Node <title>).set_node_property(path, enum, "Values", '((Name="Red"),(Name="Blue"))').
Read get_node_properties first and mirror the shape it shows for any struct/array property.ParameterName (parameters), ObjectName (Object
nodes), GroupName (groups), ComponentName (components). They are listed with
editable=False because the editor uses custom UI for them — they are still settable.get_object_info().graph_parameters lists parameter nodes in
this asset right away; compiled_parameters only reflects the last successful compile and only
includes parameters that feed the object. Recompile after edits before trusting it. An enum
parameter compiles to type Int."abc" for an int is refused (the engine would store 0).connect_pins refuses incompatible categories with the schema's
reason; a single-link input silently dropping its old link is reported in notes.A Group node (CustomizableObjectNodeObjectGroup) is a parameter over child objects:
GroupType = COGT_TOGGLE / COGT_ALL / COGT_ONE / COGT_ONE_OR_NONE, named by GroupName.
Link its Group output to the Base Object's Children input. Children live in their own assets:
grp = CO.add_node(root, "CustomizableObjectNodeObjectGroup", 0, 300,
json.dumps({"GroupName": "Hat", "GroupType": "COGT_ONE_OR_NONE"}))
CO.connect_pins(root, grp.node_id, "Group", root_base_id, "Children")
cap = CO.create_customizable_object("/Game/Characters/CO_Hat_Cap")
CO.set_node_property("/Game/Characters/CO_Hat_Cap", cap.node_id, "ObjectName", "Cap")
CO.set_parent_object("/Game/Characters/CO_Hat_Cap", root, grp.node_id) # "" parent detaches
# ...build the cap's own mesh chain into ITS base node's Components...
CO.compile_object(root) # compile the ROOT; the "Hat" parameter gains the option "Cap"The child's ObjectName becomes its option name. get_object_info(root).child_objects lists the
children; parenting refuses cycles and non-Group targets.
compile_object(path, optimization_level="None", texture_compression="Fast") is synchronous and
always a real compile. errors / warnings are the compiler's own messages (most end with
(Node <title>) naming the culprit); log has every Mutable log line. success needs a valid model
AND no errors. Compiling a child compiles its root.
customizable-object/node-reference — the common node classes with their pins and properties.
© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file in Content/Skills/customizable-object of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Customizable Object 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 |
|---|---|---|---|---|---|---|
| Customizable Object this skillkevinpbuckley/VibeUE | 724 | — | ~2.4k | 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 | 2 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~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
Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture…. Customizable Object is an agent skill from kevinpbuckley/VibeUE. Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture parameters, switches, groups and child objects, compile errors (CustomizableObjectService).
Customizable Object fits situations like: the user asks about Mutable; A Customizable Object / CO asset; character customization graphs; modular characters built with Mutable.
Run `npx skills add kevinpbuckley/VibeUE --skill customizable-object -a claude-code`. Or copy the skill folder (Content/Skills/customizable-object in kevinpbuckley/VibeUE) into .claude/skills/customizable-object in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill customizable-object -a codex`. Or copy the skill folder (Content/Skills/customizable-object in kevinpbuckley/VibeUE) into .agents/skills/customizable-object 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 customizable-object -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/customizable-object, .gemini/skills/customizable-object, .github/skills/customizable-object and .opencode/skills/customizable-object in your project.
Going by SKILL.md and its folder, Customizable Object needs the command-line tools its instructions call (node). 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.
Customizable Object is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.5k 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 Customizable Object: 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, 2.4k 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 724 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.