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.
Search Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned…
$ npx skills add kevinpbuckley/VibeUE --skill fab -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE fab --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/fab .claude/skills/fab && 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 "fab" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/fab into .claude/skills/fab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fab", 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/fabType 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 fab -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE fab --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/fab .agents/skills/fab && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "fab" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/fab into .agents/skills/fab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fab", 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 fab -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE fab --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/fab .cursor/skills/fab && 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 "fab" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/fab into .cursor/skills/fab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fab", 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/fab--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 fab -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE fab --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/fab .gemini/skills/fab && 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 "fab" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/fab into .gemini/skills/fab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fab", 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 fabInstalls 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 fab -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/fab .github/skills/fab && 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 "fab" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/fab into .github/skills/fab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fab", 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 fab -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 fab --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/fab .opencode/skills/fab && 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 "fab" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/fab into .opencode/skills/fab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fab", 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.
fabSearch Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned…
Fab is an agent skill from kevinpbuckley/VibeUE. Search Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned Fab library. Use for free Fab/Quixel searches, owned-library questions, compatibility checks, and Fab imports. No purchasing or entitlement claiming.
Its SKILL.md is about 1.3k 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 first numbered list 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.
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.
Fab loads about 1.3k tokens when it runs. Until then it costs about 87 tokens; SKILL.md has 568 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). 568 words, ~1,268 tokens.
.claude/skills/fab/SKILL.md (or your agent's skills folder).FabService supports two deliberately separate paths:
search_free_catalog(query="", seller_filter="Quixel Megascans", format_filter="gltf").
Results are compact and include id, title, seller, price, formats, thumbnail, and an opaque
next_cursor. Results require an exact-zero Personal tier; UEFN-reference-only offers are
excluded. No authentication is required.accept_eula=true on the user's
behalf. It must represent their explicit acceptance.import_free_asset(listing_id, quality="High", format="gltf", license_slug="personal", accept_eula=true). The service re-fetches the listing and requires the selected license price to
still be exactly zero before it requests a signed download.import_status(listing_id) until imported or failed, then verify a returned asset path with
unreal.EditorAssetLibrary.does_asset_exist(path).Direct free imports land under /Game/Fab/Free/<Title>. The original archive is cached under the
project's Saved/Fab/Free directory; no raw-file export API is exposed. ZIP paths are validated before
extraction. The first version supports Fab glTF/GLB ZIPs through automated Unreal Interchange import.
That is suitable for Quixel 3D assets, but it does not reproduce every private Megascans material setup
or support every Fab product format yet.
auth_status() first. If it is not authenticated, tell the user to open the Fab window or
launch the editor from the Epic Games Launcher.list_library(...); use refresh=true only when the account library may have changed.get_asset(asset_id) to inspect versions and compatibility.import_asset(asset_id, ...), then poll import_status(asset_id)./Game/... paths before reporting success.Owned BuildPatch packs and plugins are supported. Sparse or non-BuildPatch owned assets may still be
discoverable without being importable through import_asset; use the public-free path only when the
listing is currently free and provides a supported source format.
Owned COMPLETE_PROJECT products are downloaded into Saved/Fab/Projects/<asset-id>.
Poll until status: "staged" or failed; staged is a terminal download state,
not an import into the active project. Inspect the returned staging_root, source
.uproject engine association, and vendor merge instructions. Save and close Unreal
before copying approved content folders into the host. Preserve vendor package paths,
check destination collisions, and do not merge the sample project's config or .uproject.
The remote build-service version string alone does not establish asset compatibility.
import_free_asset performs the authoritative
zero-price check immediately before download.Every method returns a JSON string with success: true|false. Errors include error_code and error.
If every method returns error_code: "UNSUPPORTED", the engine install VibeUE was built against lacks
the engine Fab plugin (Engine/Plugins/Fab) and FabService was compiled out (issue #525) — the rest of
VibeUE is unaffected. Report this to the user; do not retry.
Discover exact signatures with discover_python_class('unreal.FabService'). Current methods:
auth_status, list_library, get_asset, search_free_catalog, import_asset, import_free_asset,
and import_status.
© 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/fab of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Fab 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 |
|---|---|---|---|---|---|---|
| Fab this skillkevinpbuckley/VibeUE | 730 | — | ~1.3k | 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
Search Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned…. Fab is an agent skill from kevinpbuckley/VibeUE. Search Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned Fab library.
Fab fits situations like: free Fab/Quixel searches; owned-library questions; compatibility checks.
Run `npx skills add kevinpbuckley/VibeUE --skill fab -a claude-code`. Or copy the skill folder (Content/Skills/fab in kevinpbuckley/VibeUE) into .claude/skills/fab in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill fab -a codex`. Or copy the skill folder (Content/Skills/fab in kevinpbuckley/VibeUE) into .agents/skills/fab 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 fab -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/fab, .gemini/skills/fab, .github/skills/fab and .opencode/skills/fab in your project.
SKILL.md names no scripts, command-line tools or credentials: Fab is instructions for the agent only.
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.
Fab is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.3k tokens (SKILL.md is roughly 5.1k 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 Fab: 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.