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.
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService).
$ npx skills add kevinpbuckley/VibeUE --skill metasounds -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE metasounds --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/metasounds .claude/skills/metasounds && 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 "metasounds" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/metasounds into .claude/skills/metasounds/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "metasounds", 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/metasoundsType 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 metasounds -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE metasounds --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/metasounds .agents/skills/metasounds && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "metasounds" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/metasounds into .agents/skills/metasounds/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "metasounds", 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 metasounds -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE metasounds --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/metasounds .cursor/skills/metasounds && 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 "metasounds" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/metasounds into .cursor/skills/metasounds/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "metasounds", 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/metasounds--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 metasounds -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE metasounds --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/metasounds .gemini/skills/metasounds && 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 "metasounds" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/metasounds into .gemini/skills/metasounds/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "metasounds", 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 metasoundsInstalls 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 metasounds -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/metasounds .github/skills/metasounds && 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 "metasounds" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/metasounds into .github/skills/metasounds/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "metasounds", 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 metasounds -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 metasounds --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/metasounds .opencode/skills/metasounds && 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 "metasounds" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/metasounds into .opencode/skills/metasounds/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "metasounds", 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.
metasoundsCreate and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService).
Metasounds is an agent skill from kevinpbuckley/VibeUE. Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.
It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
7 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.
Ships 1 file in scripts/, which the agent can run.
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.
Metasounds loads about 5.1k tokens when it runs. Until then it costs about 72 tokens; SKILL.md has 1,365 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); the scripts in this folder are not scanned.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 1,365 words, ~5,057 tokens.
.claude/skills/metasounds/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: "load", skill: "audio-and-metasounds"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Use this skill to create and edit MetaSound Source assets via Python.
import unreal
ms = unreal.MetaSoundService()UMetaSoundSource) defined by a node graph. It replaces SoundCue for runtime-parameterisable sounds.add_node. Pass it to connect, remove, set_default, etc.add_graph_input / add_graph_output expose values at the asset level (settable at runtime via Set Float Parameter, etc.).On Play (Trigger output) — fires when the sound startsOn Finished (Trigger input) — call to stop the soundAudio:0 (Audio input on the graph output node) — connect your audio signal here# List all nodes whose class name or display name contains "Sine"
nodes = ms.list_available_nodes("Sine")
for n in nodes:
print(n.full_class_name, " inputs:", n.inputs, " outputs:", n.outputs)r = ms.create_meta_sound("/Game/Audio", "MS_SineLoop", "Mono")
asset_path = r.asset_path # "/Game/Audio/MS_SineLoop"all_nodes = ms.list_nodes(asset_path)
for n in all_nodes:
print(n.node_id, n.node_title, n.inputs, n.outputs)
# IMPORTANT: A MetaSound Source has MULTIPLE nodes with title "Output" —
# one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio).
# You MUST filter by the node whose inputs contain an Audio-type pin.
# Pin strings are "VertexName:TypeName" — the TypeName suffix after the last colon.
audio_out_node = next(
n for n in all_nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
# Drop the last :TypeName suffix to get the raw vertex name for connect_nodes
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1]) # "UE.OutputFormat.Mono.Audio:0"
# Input node — filter by class_name "Input.Trigger" to avoid matching graph input nodes
# (graph inputs also appear as "Input" nodes but with class "Input.Float", "Input.Bool", etc.)
input_node = next(n for n in all_nodes if n.class_name == "Input.Trigger")
input_node_id = input_node.node_id
on_play_pin = ":".join(input_node.outputs[0].split(":")[:-1]) # "UE.Source.OnPlay"# add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0)
# Use list_available_nodes() to discover the correct namespace/name/variant for any node
r2 = ms.add_node(asset_path, "UE", "Sine", "Audio", 1, -200.0, 0.0)
sine_id = r2.node_id # GUID string# Set the Sine frequency to 880 Hz
# Use get_node_pins() to confirm exact input pin names before setting
ms.set_node_input_default(asset_path, sine_id, "Frequency", "880.0", "Float")
# Read it back (issue #460):
ms.get_node_input_default(asset_path, sine_id, "Frequency") # -> "880.000000"
# All inputs at once: name / data_type / default_value / is_connected
for v in ms.get_node_input_values(asset_path, sine_id):
print(v.name, v.data_type, v.default_value, v.is_connected)# connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name)
# Sine output pin is "Audio"; AudioOut input pin is "UE.OutputFormat.Mono.Audio:0"
ms.connect_nodes(asset_path, sine_id, "Audio", audio_out_id, audio_in_pin)
# Read the wiring back (issue #460) — every edge touching a node, both directions:
for c in ms.get_node_connections(asset_path, sine_id):
print(f"{c.from_node_id}.{c.from_output} -> {c.to_node_id}.{c.to_input} [{c.data_type}]")ms.save_meta_sound(asset_path)| Method | Description |
|---|---|
create_meta_sound(package_path, asset_name, output_format="Mono") | Create a new MetaSound Source asset. Returns FMetaSoundResult with asset_path. |
delete_meta_sound(asset_path) | Delete a MetaSound asset. |
get_meta_sound_info(asset_path) | Return FMetaSoundInfo (node count, output format, graph I/O names). |
save_meta_sound(asset_path) | Save after edits. Always call after making graph changes. |
| Method | Description |
|---|---|
list_available_nodes(search_filter="") | List all registered External/DSP node classes. Returns TArray<FMetaSoundNodeClassInfo>. Each entry has full_class_name, namespace, name, variant, inputs, outputs, display_name. |
| Method | Returns | Description |
|---|---|---|
add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0) | FMetaSoundResult | Add a node. node_id on result is the GUID string. |
remove_node(asset_path, node_id) | FMetaSoundResult | Remove node and all its edges. |
list_nodes(asset_path) | TArray<FMetaSoundNodeInfo> | List all nodes in the graph. |
get_node_pins(asset_path, node_id) | FMetaSoundNodeInfo | Return pin info for a single node. |
| Method | Returns | Description |
|---|---|---|
connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name) | FMetaSoundResult | Connect an output pin to an input pin. Check r.success. |
disconnect_pin(asset_path, node_id, input_name) | FMetaSoundResult | Remove the connection going into an input pin. |
| Method | Returns | Description |
|---|---|---|
add_graph_input(asset_path, input_name, data_type, default_value="") | FMetaSoundResult | Add a named input exposed as a runtime parameter. Appears as an Input.<Type> node in the graph. |
add_graph_output(asset_path, output_name, data_type) | FMetaSoundResult | Add a named output. |
remove_graph_input(asset_path, input_name) | FMetaSoundResult | Remove a graph input. |
remove_graph_output(asset_path, output_name) | FMetaSoundResult | Remove a graph output. |
| Method | Returns | Description |
|---|---|---|
set_node_input_default(asset_path, node_id, input_name, value, data_type) | FMetaSoundResult | Set a literal default on a node input. data_type: "Float", "Int32", "Bool", "String", "WaveAsset". |
set_node_location(asset_path, node_id, pos_x, pos_y) | FMetaSoundResult | Update editor position. |
| Type name | Description |
|---|---|
Float | 32-bit float (frequency, gain, time) |
Int32 | Integer |
Bool | Boolean |
String | Text string |
Audio | Audio signal (mono channel) |
Trigger | Impulse / event signal |
Time | Duration in seconds (use Float in most cases) |
WaveAsset | Reference to a SoundWave asset |
import unreal
ms = unreal.MetaSoundService()
# Create asset
r = ms.create_meta_sound("/Game/Audio", "MS_Test880Hz", "Mono")
ap = r.asset_path
# Find the AudioOut node — there are multiple nodes titled "Output" (one per interface
# pin group). Filter for the one whose inputs contain an Audio-type pin.
nodes = ms.list_nodes(ap)
audio_out_node = next(
n for n in nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
# Pin strings are "VertexName:TypeName" — drop only the last :TypeName to get the vertex name
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1]) # "UE.OutputFormat.Mono.Audio:0"
# Add Sine oscillator (use list_available_nodes("Sine") to discover namespace/name/variant)
r2 = ms.add_node(ap, "UE", "Sine", "Audio", 1, -300.0, 0.0)
sine_id = r2.node_id
# Set frequency to 880 Hz (use get_node_pins() to confirm exact pin names)
ms.set_node_input_default(ap, sine_id, "Frequency", "880.0", "Float")
# Connect Sine "Audio" output to the AudioOut sink pin
ms.connect_nodes(ap, sine_id, "Audio", audio_out_id, audio_in_pin)
# Save
ms.save_meta_sound(ap)
print("Done:", ap)import unreal
ms = unreal.MetaSoundService()
# Create a Mono MetaSound Source
r = ms.create_meta_sound("/Game/Audio", "MS_Gunshot", "Mono")
ap = r.asset_path
# Find interface nodes
nodes = ms.list_nodes(ap)
# Input node — has "On Play" Trigger output
input_node = next(n for n in nodes if n.node_title == "Input")
input_node_id = input_node.node_id
# Audio Output node — filter for the one with an Audio-type input
audio_out_node = next(
n for n in nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])
# Add Wave Player (Mono) node
# Pin names (no need to call get_node_pins — see Known Node Pins below):
# Inputs: "Play" (Trigger), "Stop" (Trigger), "Wave Asset" (WaveAsset), "Loop" (Bool)
# Outputs: "Out Mono" (Audio), "On Play" (Trigger), "On Finished" (Trigger)
wp = ms.add_node(ap, "UE", "Wave Player", "Mono", 1, -300.0, 0.0)
wp_id = wp.node_id
# Set the wave asset
ms.set_node_input_default(ap, wp_id, "Wave Asset", "/Game/Audio/SW_Gunshot_01", "WaveAsset")
# Wire On Play (Input) → Play (WavePlayer)
# CRITICAL: use the vertex name "UE.Source.OnPlay" — NOT the display name "On Play"
r = ms.connect_nodes(ap, input_node_id, "UE.Source.OnPlay", wp_id, "Play")
if not r.success: raise RuntimeError(f"connect On Play→Play failed: {r.message}")
# Wire Out Mono (WavePlayer) → audio sink (Output)
r = ms.connect_nodes(ap, wp_id, "Out Mono", audio_out_id, audio_in_pin)
if not r.success: raise RuntimeError(f"connect Out Mono→Output failed: {r.message}")
# Save
ms.save_meta_sound(ap)
print("Done:", ap)Use these exact attribute names — guessing leads to AttributeError.
FMetaSoundResult — returned by most mutating methods| Attribute | Type | Example |
|---|---|---|
success | bool | True |
message | str | "Connected A.Audio -> B.UE.OutputFormat.Mono.Audio:0" |
asset_path | str | "/Game/Audio/MS_Test" |
node_id | str (GUID) | "A1B2C3D4-..." (populated by add_node only) |
r = ms.connect_nodes(ap, from_id, "Audio", to_id, pin)
if not r.success:
raise RuntimeError(r.message)
# NOT r.b_success — that attribute does not existFMetaSoundInfo — returned by get_meta_sound_info()| Attribute | Type | Example |
|---|---|---|
asset_path | str | "/Game/Audio/MS_Test_Blip" |
asset_name | str | "MS_Test_Blip" |
output_format | str | "Mono" |
node_count | int | 4 |
graph_inputs | list[str] | [] |
graph_outputs | list[str] | [] |
info = svc.get_meta_sound_info(asset_path)
print(info.node_count, info.output_format)
# NOT info.success, info.b_success, info.messageFMetaSoundNodeInfo — returned by list_nodes() and get_node_pins()| Attribute | Type | Example |
|---|---|---|
node_id | str (GUID) | "A1B2C3D4-..." |
node_title | str | "Wave Player" |
class_name | str | "UE.Wave Player.Mono" |
inputs | list[str] | ["Play:Trigger", "Wave Asset:WaveAsset"] |
outputs | list[str] | ["Out Mono:Audio", "On Finished:Trigger"] |
nodes = ms.list_nodes(asset_path)
for n in nodes:
print(n.node_id, n.node_title, n.class_name)
# NOT n.node_class, n.node_class_name, n.nameFMetaSoundNodeClassInfo — returned by list_available_nodes()| Attribute | Type | Example |
|---|---|---|
full_class_name | str | "UE.Wave Player.Mono" |
namespace | str | "UE" |
name | str | "Wave Player" |
variant | str | "Mono" |
display_name | str | "Wave Player (Mono)" |
inputs | list[str] | ["Play:Trigger", ...] |
outputs | list[str] | ["Out Mono:Audio", ...] |
nodes = ms.list_available_nodes("Wave Player")
for n in nodes:
print(n.name, n.variant, n.full_class_name)
# NOT n.node_name, n.node_class, n.class_nameUse these instead of calling get_node_pins on freshly-added nodes (can time out).
| Direction | Pin | Type |
|---|---|---|
| Input | Play | Trigger |
| Input | Stop | Trigger |
| Input | Wave Asset | WaveAsset |
| Input | Loop | Bool |
| Input | Pitch Shift | Float |
| Input | Start Time | Time |
| Input | Loop Start | Time |
| Input | Loop Duration | Time |
| Input | Maintain Audio Sync | Bool |
| Output | Out Mono | Audio |
| Output | On Play | Trigger |
| Output | On Finished | Trigger |
| Output | On Nearly Finished | Trigger |
| Output | On Looped | Trigger |
| Output | On Cue Point | Trigger |
| Output | Cue Point ID | Int32 |
| Output | Cue Point Label | String |
| Output | Loop Percent | Float |
| Output | Playback Location | Float |
| Output | Playback Time | Time |
| Direction | Pin | Type |
|---|---|---|
| Input | Frequency | Float |
| Input | Modulation | Audio |
| Input | Enabled | Bool |
| Input | Bi Polar | Bool |
| Input | Sync | Trigger |
| Input | Phase Offset | Float |
| Input | Glide | Float |
| Input | Type | Enum:SineGenerationType |
| Output | Audio | Audio |
CRITICAL: Interface node pins use namespaced vertex names. The display name shown
in the editor is NOT the vertex name. Always use the vertex names below in connect_nodes.
| Node title | Vertex name (EXACT string for connect_nodes) | Type | Direction |
|---|---|---|---|
Input | UE.Source.OnPlay | Trigger | Output |
Output (Trigger) | UE.Source.OneShot.OnFinished | Trigger | Input |
Output (Audio, Mono) | UE.OutputFormat.Mono.Audio:0 | Audio | Input |
Output (Audio, Stereo Left) | UE.OutputFormat.Stereo.Audio:0 | Audio | Input |
Output (Audio, Stereo Right) | UE.OutputFormat.Stereo.Audio:1 | Audio | Input |
Output (Audio, Quad 0–3) | UE.OutputFormat.Quad.Audio:0 … :3 | Audio | Input |
The audio output format depends on the output_format passed to create_meta_sound
("Mono" / "Stereo" / "Quad"). A Stereo source has two Output.Audio nodes
(Left :0, Right :1); a Quad source has four. Mono has one.
A Mono asset has a single audio sink, so next(...) is fine. Stereo/Quad assets have one
audio output node per channel — grab them all and feed each one, or channels will be silent.
# Collect every audio sink node (works for Mono, Stereo, and Quad)
nodes = ms.list_nodes(ap)
audio_out_nodes = [
n for n in nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
]
# Sort by channel index so [0]=Left, [1]=Right (the vertex name ends with ":<index>:Audio")
audio_out_nodes.sort(key=lambda n: n.inputs[0])
# Mono: one node. Stereo: two (Left, Right). Quad: four.
# Example — send a mono signal (e.g. a Mixer "Out") to BOTH stereo channels:
for out_node in audio_out_nodes:
sink_pin = out_node.inputs[0] # e.g. "UE.OutputFormat.Stereo.Audio:0:Audio"
r = ms.connect_nodes(ap, source_id, "Out", out_node.node_id, sink_pin)
if not r.success: raise RuntimeError(r.message)For a true stereo image, drive Left and Right from different signals (e.g. two oscillators,
or a stereo Audio Mixer (Stereo, N) whose Out L / Out R feed the two sinks). To get a
stereo mixer, search list_available_nodes("Mixer") for a (Stereo, …) variant — the
(Mono, N) mixer has a single Out pin and only fills one channel on its own.
connect_nodesaccepts the full"VertexName:TypeName"pin string (it strips the trailing:TypeName), so you can passn.inputs[0]directly without manual splitting.
list_available_nodes("") returns all registered node classes (~400+). Use a filter like "Sine", "Delay", "Gain" to narrow the results."In Frequency", "Out", "Audio:0"). Use get_node_pins() to confirm exact names.node_title == "Output" — one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio). To find the audio sink node, filter for the Output node whose inputs contain an Audio-type pin: next(n for n in nodes if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)). Pin strings from list_nodes are "VertexName:TypeName" — you can pass them directly to connect_nodes, which now automatically strips the trailing :TypeName suffix. Manual stripping (":".join(pin.split(":")[:-1])) still works but is no longer required.list_available_nodes("keyword") to discover the correct values; do not guess.SoundNodeWavePlayer — use the WavePlayer MetaSound node instead (discover via list_available_nodes("Wave Player")).Input nodes in the graph (class_name == "Input.Float", "Input.Bool", etc.). When filtering for the standard interface Input node (the one that carries On Play), always match by class_name == "Input.Trigger" — not by node_title == "Input" alone, which will also match graph input nodes.Audio Mixer (Mono, 2) has pins ["In 0:Audio", "Gain 0:Float", "In 1:Audio", "Gain 1:Float"]. Never index by position — always filter for :Audio typed pins when connecting audio signals: audio_ins = [p.split(":")[0] for p in mixer_node.inputs if p.endswith(":Audio")].UE.OutputFormat.Stereo.Audio:0 (Left) and UE.OutputFormat.Stereo.Audio:1 (Right) — exposed as two separate Output.Audio nodes, not one. (Quad has four: :0–:3.) You must feed both channels or one side will be silent. The single-next() audio-sink finder used for Mono only grabs one channel — for Stereo, collect every audio output node. See Connecting to a Stereo/Quad output below.execute_python_code)scripts/create_metasound.txt — create a MetaSound Source and list available node types.© 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 (scripts) in Content/Skills/metasounds of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Metasounds 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 |
|---|---|---|---|---|---|---|
| Metasounds this skillkevinpbuckley/VibeUE | 730 | — | ~5.1k | 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
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Metasounds is an agent skill from kevinpbuckley/VibeUE. Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService).
Metasounds fits situations like: the user asks to create a MetaSound; edit a MetaSound graph; add operator/input/output nodes; generate procedural audio.
Run `npx skills add kevinpbuckley/VibeUE --skill metasounds -a claude-code`. Or copy the skill folder (Content/Skills/metasounds in kevinpbuckley/VibeUE) into .claude/skills/metasounds in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill metasounds -a codex`. Or copy the skill folder (Content/Skills/metasounds in kevinpbuckley/VibeUE) into .agents/skills/metasounds 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 metasounds -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/metasounds, .gemini/skills/metasounds, .github/skills/metasounds and .opencode/skills/metasounds in your project.
SKILL.md names no scripts, command-line tools or credentials: Metasounds 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Metasounds is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.1k tokens (SKILL.md is roughly 20k 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 Metasounds: 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.